Liu Zhongqi, Yu Riji, Yao Xin, Yan Qiaoyuan
Research Center for the Integration Innovation of Culture and Scitecn, Hubei University, China.
School of Art and Design, Hubei University, China.
Nurse Educ Today. 2025 Jul;150:106689. doi: 10.1016/j.nedt.2025.106689. Epub 2025 Mar 17.
This study evaluates the impact of different feedback elements in serious games (SGs) on nursing education outcomes.
Systematic review and meta-analysis.
6546 English-language studies published between 2000 and 2023 were retrieved from seven electronic databases.
This systematic review and meta-analysis followed the PRISMA guidelines. The Cochrane Risk of Bias tool was used for quality assessment. Meta-analysis and subgroup analysis were conducted using RevMan 5.4, and the certainty of evidence for each outcome was assessed using the GRADE approach.
Eight studies were included in the meta-analysis. Findings showed that, compared to traditional learning methods, outcome feedback had a moderate effect size on knowledge (SMD = 0.51, 95 % CI [0.09, 0.92]), while comparative feedback had a small, non-significant effect size (SMD = 0.38, 95 % CI [-0.36, 1.12]). Immediate feedback had a large effect size on skills (SMD = 0.87, 95 % CI [0.61, 1.14]), and outcome feedback had a moderate effect size (SMD = 0.50, 95 % CI [0.21, 0.79]). Serious games with feedback had a large effect size on motivation (SMD = 1.31, 95 % CI [0.45, 2.17]). For confidence, outcome feedback had a moderately large effect size (SMD = 0.64, 95 % CI [-0.22, 1.51]), and comparative feedback had a small effect size (SMD = 0.24, 95 % CI [-0.44, 0.91]), but neither reached statistical significance. GRADE assessment showed high certainty for immediate feedback on skills, moderate certainty for outcome feedback on knowledge and skills, and very low certainty for comparative feedback on knowledge. Evidence certainty for motivation and confidence was low or very low.
Serious games incorporating feedback elements can enhance nursing students' motivation. Immediate feedback significantly improves nursing skills, while outcome feedback improves knowledge acquisition. However, further research is needed to validate these findings due to the limited number of studies and high heterogeneity.
本研究评估严肃游戏(SGs)中不同反馈元素对护理教育成果的影响。
系统评价和荟萃分析。
从七个电子数据库中检索了2000年至2023年发表的6546项英文研究。
本系统评价和荟萃分析遵循PRISMA指南。使用Cochrane偏倚风险工具进行质量评估。使用RevMan 5.4进行荟萃分析和亚组分析,并使用GRADE方法评估每个结果的证据确定性。
八项研究纳入荟萃分析。结果显示,与传统学习方法相比,结果反馈对知识有中等效应量(标准化均数差[SMD]=0.51,95%可信区间[0.09,0.92]),而比较反馈有较小的、无统计学意义的效应量(SMD=0.38,95%可信区间[-0.36,1.12])。即时反馈对技能有较大效应量(SMD=0.87,95%可信区间[0.61,1.14]),结果反馈有中等效应量(SMD=0.50,95%可信区间[0.21,0.79])。有反馈的严肃游戏对动机有较大效应量(SMD=1.31,95%可信区间[0.45,2.17])。对于信心,结果反馈有中等偏大的效应量(SMD=0.64,95%可信区间[-0.22,1.51]),比较反馈有较小的效应量(SMD=0.24,95%可信区间[-0.44,0.91]),但两者均未达到统计学意义。GRADE评估显示,技能即时反馈的证据确定性高,知识和技能结果反馈的证据确定性中等,知识比较反馈的证据确定性非常低。动机和信心的证据确定性低或非常低。
纳入反馈元素的严肃游戏可增强护生的动机。即时反馈显著提高护理技能,结果反馈改善知识获取。然而,由于研究数量有限且异质性高,需要进一步研究来验证这些发现。