J Contin Educ Nurs. 2020 Nov 1;51(11):509-515. doi: 10.3928/00220124-20201014-07.
The objective of this literature review and evaluation project was to determine what evidence exists on the use of interactive digital learning and gamification for adult learners in nursing, for the purpose of guiding a redesign of our organization's online clinical education courses. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses was used in the literature search, with the critical analysis and leveling of evidence. After determining the search terms, four electronic databases (PubMed, CINAHL, ERIC, and Cochrane) were searched with the guidance of a medical librarian. Eight reviewers participated, and an evidence-based practice specialist served as auditor. Twenty-three articles were included in the review, which revealed overall support for the gamification process with specific findings about optimizing the process. The review further suggested that interactive digital learning in the form of games, gamification, or scenario-based learning has a positive effect on learner engagement and satisfaction; however, none of the studies were able to quantify objective data about knowledge retention. Further research is needed to test different modalities that improve both learner engagement and knowledge retention. [J Contin Educ Nurs. 2020;51(11):509-515.].
本文献回顾和评估项目的目的是确定在护理专业的成人学习者中使用互动式数字学习和游戏化的证据,以便指导我们组织的在线临床教育课程的重新设计。文献检索采用了系统评价和荟萃分析的首选报告项目,并进行了关键分析和证据分级。在确定搜索词后,在医学图书馆员的指导下,对四个电子数据库(PubMed、CINAHL、ERIC 和 Cochrane)进行了搜索。有八名评审员参与,一名循证实践专家担任审核员。共有 23 篇文章被纳入综述,综述总体上支持游戏化过程,并提出了优化该过程的具体发现。该综述进一步表明,以游戏、游戏化或基于场景的学习形式的互动数字学习对学习者的参与度和满意度有积极影响;然而,没有一项研究能够量化关于知识保留的客观数据。需要进一步研究不同的模式,以提高学习者的参与度和知识保留。[J 继续教育护理。2020;51(11):509-515. ]。