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[针对患者的新教育方法。系统评价的范围综述。]

[New educational approaches to the patient. A scoping review of systematic reviews.].

作者信息

Poliani Andrea, Villa Giulia, Gnecchi Silvia, Bernardi Riccardo, Carta Giorgia, Rosa Debora, Marcomini Ilaria, Manara Duilio F

机构信息

Center for Nursing research and innovation, Facoltà di Medicina e Chirurgia, Università Vita-Salute San Raffaele, Milano.

Irccs Ospedale San Raffaele, Milano.

出版信息

Recenti Prog Med. 2024 Jun;115(6):276-285. doi: 10.1701/4274.42527.

Abstract

INTRODUCTION

New educational approaches are emerging to assist healthcare professionals in better personalizing patient's educational pathways. Specifically, "gamification" - the incorporation of game elements into non-game contexts - appears to be a novel and affordable approach. This scoping review aims to explore and map the literature that evaluates the efficacy of gamification in healthcare contexts.

METHODS

A scoping review of reviews was conducted in MEDLINE, CINAHL, and PsycINFO using the JBI Manual for Evidence Synthesis guidelines and the PRISMA ScR checklist.

RESULTS

A total of four systematic reviews and four meta-analyses were included. It appears that gamification, when used in conjunction with other conventional educational tools, improves physical activity, facilitates better self-management of type 2 diabetes, improves cognitive functions, and improves the quality of life, particularly among specific groups like the elderly.

DISCUSSIONS

Gamification is an innovative educational approach that could be useful in patient's educational pathways. However, it seems that gamification is effective only in particular subgroups, and therefore the generalization of the results should also be assessed with caution due to the high risk of bias in the included studies and the small sample sizes considered.

CONCLUSION

More randomized controlled trials and meta-analysis studies should be conducted to better understand the role and efficacy of gamification in patient education.

摘要

引言

新的教育方法正在涌现,以帮助医疗保健专业人员更好地个性化患者的教育途径。具体而言,“游戏化”——将游戏元素融入非游戏情境——似乎是一种新颖且经济实惠的方法。本范围综述旨在探索和梳理评估游戏化在医疗保健情境中效果的文献。

方法

按照JBI循证综合指南和PRISMA ScR清单,在MEDLINE、CINAHL和PsycINFO数据库中对综述进行范围综述。

结果

共纳入四项系统评价和四项荟萃分析。似乎游戏化与其他传统教育工具结合使用时,能改善身体活动,促进2型糖尿病的更好自我管理,改善认知功能,并提高生活质量,尤其是在老年人等特定群体中。

讨论

游戏化是一种创新的教育方法,可能对患者的教育途径有用。然而,似乎游戏化仅在特定亚组中有效,因此,由于纳入研究存在高偏倚风险且样本量较小,结果的推广也应谨慎评估。

结论

应开展更多随机对照试验和荟萃分析研究,以更好地了解游戏化在患者教育中的作用和效果。

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