Lee Minjae, Shin Sujin, Lee Miji, Hong Eunmin
College of Nursing, Ewha Womans University, 101, Helen Building, 52 Ewhayeodae-gil, Seodaemun-gu, Seoul, 03760, Republic of Korea.
BMC Med Educ. 2024 Dec 18;24(1):1458. doi: 10.1186/s12909-024-06464-1.
Advancements in digital technologies and the coronavirus disease pandemic have rapidly shifted educational practices towards engaging digital methods, such as serious games, significantly influencing healthcare education. Digital serious games enhance nursing education by effectively overcoming limitations such as limited training time and inadequate resources, thereby improving knowledge and skills. Few high-quality systematic reviews and meta-analyses were focused exclusively on randomized controlled trials (RCTs) of digital serious games to determine their effects in nursing education.
To evaluate the effects of digital serious games on nursing education through a systematic review and meta-analysis using the Kirkpatrick model to evaluate learning and behavioral changes.
A systematic review and meta-analysis of RCTs was performed. Six databases were searched for articles published before April 2024. Risk of bias was assessed using the Revised Cochrane Risk of Bias tool for randomized trials. A sensitivity analysis was performed. Outcome variables were categorized according to the Kirkpatrick model. Effect sizes were determined using Hedges' g in a random-effects model. Subgroup analysis was performed.
The quality appraisal results revealed that all the studies exhibited a low risk of bias across these domains. Eleven studies were included in the systematic review, and eight studies, in the meta-analysis. The intervention group showed significant improvements in knowledge (Hedges' g = 0.75, 95% confidence interval (CI) = [0.27, 1.22], p = .002, I² = 90.51%), confidence (Hedges' g = 0.73, 95% CI = [0.23, 1.24], p = .005, I² = 82.71%), and performance (Hedges' g = 0.49, 95% CI = [0.17, 0.80], p = .003, I² = 56.60%). Subgroup analysis showed a significant improvement in knowledge when the intervention period exceeded 2 weeks (Hedges' g = 0.53, 95% CI = [0.32, 0.74], p < .001, I² = 25.41%).
This study demonstrates that digital serious games significantly enhance knowledge, performance, and confidence of nursing students, offering a valuable alternative to traditional methods and equipping them with essential clinical competencies. However, the observed high heterogeneity and limitations like brief intervention durations necessitate caution in result interpretation and highlight the need for further research to explore long-term effects and behavioral changes in nursing education.
数字技术的进步和冠状病毒病大流行已迅速将教育实践转向采用引人入胜的数字方法,如严肃游戏,这对护理教育产生了重大影响。数字严肃游戏通过有效克服诸如培训时间有限和资源不足等限制来加强护理教育,从而提高知识和技能。很少有高质量的系统评价和荟萃分析专门关注数字严肃游戏的随机对照试验,以确定其在护理教育中的效果。
通过系统评价和荟萃分析,使用柯克帕特里克模型评估学习和行为变化,以评估数字严肃游戏对护理教育的效果。
对随机对照试验进行系统评价和荟萃分析。检索了六个数据库,以查找2024年4月之前发表的文章。使用修订后的Cochrane随机试验偏倚风险工具评估偏倚风险。进行了敏感性分析。结果变量根据柯克帕特里克模型进行分类。在随机效应模型中使用Hedges' g确定效应大小。进行了亚组分析。
质量评估结果显示,所有研究在这些领域的偏倚风险均较低。系统评价纳入了11项研究,荟萃分析纳入了8项研究。干预组在知识(Hedges' g = 0.75,95%置信区间(CI)= [0.27, 1.22],p = 0.002,I² = 90.51%)、信心(Hedges' g = 0.73,95% CI = [0.23, 1.24],p = 0.005,I² = 82.71%)和表现(Hedges' g = 0.49,95% CI = [0.17, 0.80],p = 0.003,I² = 56.60%)方面有显著改善。亚组分析显示,当干预期超过2周时,知识有显著改善(Hedges' g = 0.53,95% CI = [0.32, 0.74],p < 0.001,I² = 25.41%)。
本研究表明,数字严肃游戏显著提高了护理学生的知识、表现和信心,为传统方法提供了有价值的替代方案,并使他们具备基本的临床能力。然而,观察到的高异质性和干预持续时间短等局限性,在结果解释时需要谨慎,并突出了进一步研究以探索护理教育中长期效果和行为变化的必要性。