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基于游戏的学习在本科护理教育中的应用:混合方法研究的系统评价。

Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies.

机构信息

Faculty of Nursing, Hacettepe University, Ankara, Turkey.

出版信息

Nurse Educ Pract. 2022 Jul;62:103375. doi: 10.1016/j.nepr.2022.103375. Epub 2022 Jun 13.

Abstract

AIM

To investigate game-based learning in nursing education and summarize findings of its impact on nursing students' learning outcomes.

BACKGROUND

Nurses are the first point of contact for care and make up the largest proportion of the global health workforce. To respond effectively to the care needs of the population, nurses need to be adequately trained during their professional education. Game-based learning is increasingly becoming a strategy to complement simulation strategies in nursing education.

DESIGN

A systematic review of mixed-methods studies.

METHODS

A search was conducted in the electronic databases Medline, PubMed, Science Direct, Scopus and Web of Science. Quantitative, qualitative and mixed methods studies on nurse education published in English between 2000 and 2020 were considered. The Mixed Methods Assessment Tool was used for quality assessment. Data abstraction and synthesis was performed using a data extraction form.

RESULTS

A total of 46 studies from the 15 countries were included. The included studies were eight quantitative randomized controlled trials, 12 quantitative non-randomized controlled trials, 15 quantitative descriptive, five qualitative and six mixed methods studies. The results showed that game-based learning was used for many different courses or content in nursing education. Simulation games were the most used game type. Game-based learning facilitated the achievement of learning outcomes primarily in the cognitive domain. Some gamification elements and design-related aspects of game-based environments were evaluated as positive and negative. Game-based learning is a useful approach to assessing learning outcomes in only three studies.

CONCLUSION

Game-based learning is a useful method to achieve learning outcomes mainly in the cognitive domain, with some positive and negative aspects. Further research should investigate the effects of games on affective and behavioral learning outcomes, as well as the use of games to assess learning outcomes. Potential limitations of this review are that some studies could not be identified because of access issues and that some studies included participants other than nursing students.

摘要

目的

调查护理教育中的游戏学习,并总结其对护理学生学习成果的影响。

背景

护士是护理的第一接触点,也是全球卫生工作者中比例最大的群体。为了有效应对人群的护理需求,护士在专业教育中需要得到充分的培训。游戏学习越来越成为补充护理教育中模拟策略的一种策略。

设计

混合方法研究的系统评价。

方法

在电子数据库 Medline、PubMed、Science Direct、Scopus 和 Web of Science 中进行了检索。考虑了 2000 年至 2020 年间以英语发表的关于护士教育的定量、定性和混合方法研究。使用混合方法评估工具进行质量评估。使用数据提取表进行数据抽象和综合。

结果

从 15 个国家中共有 46 项研究被纳入。纳入的研究包括 8 项定量随机对照试验、12 项定量非随机对照试验、15 项定量描述性研究、5 项定性研究和 6 项混合方法研究。结果表明,游戏学习在护理教育中用于许多不同的课程或内容。模拟游戏是最常用的游戏类型。游戏学习主要有助于实现认知领域的学习成果。一些游戏化元素和游戏环境的设计相关方面被评估为积极和消极。在仅有的三项研究中,游戏学习是评估学习成果的一种有用方法。

结论

游戏学习是实现认知领域学习成果的有用方法,具有一些积极和消极的方面。进一步的研究应调查游戏对情感和行为学习成果的影响,以及游戏在评估学习成果中的应用。本综述的潜在局限性是,由于访问问题,一些研究可能无法被识别,并且一些研究包括了除护理学生以外的参与者。

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