Celik Ferya, Turan Recep, Bektas Hicran
Akdeniz University Faculty of Nursing, Department of Internal Medicine Nursing, Antalya, Turkey.
Akdeniz University Institute of Health Science, Department of Internal Medicine Nursing, Antalya, Turkey.
Nurse Educ Today. 2025 Aug;151:106746. doi: 10.1016/j.nedt.2025.106746. Epub 2025 Apr 12.
The adoption of game-based interventions has begun to rise as innovative methods in nursing education have gained prominence. This systematic review and meta-analysis study aimed to analyze the effects of game-based interventions on nursing students' knowledge level. We searched nine electronic databases published in English, without year limitations, until May 2024. We followed the PRISMA 2020 checklist. A random-effects model was used to determine intervention effects. The Cochrane Collaboration technique was used to evaluate potential bias. Six studies involving 718 nursing students were included in this study. We identified the use of different game-based approaches such as video games, serious games, mobile games, board games, gamified flipped classrooms, and virtual gaming simulations. Game-based intervention duration ranged from only once to once weekly throughout the study period. No significant publication bias was observed. Compared to the control group, game-based interventions improved the level of knowledge (SMD = 1.00; 95 % CI [0.26, 1.74]; p < 0.001). Game-based interventions are an effective strategy for achieving learning objectives in the cognitive domain and contribute to increasing nursing students' knowledge levels. Therefore, integrating game-based interventions into nursing education is recommended. Further research is needed to determine how game-based affect nursing students' behavioral and affective learning outcomes.
随着基于游戏的干预措施作为护理教育中的创新方法日益受到关注,其采用率开始上升。本系统评价和荟萃分析研究旨在分析基于游戏的干预措施对护生知识水平的影响。我们检索了截至2024年5月以英文发表的九个电子数据库,无年份限制。我们遵循PRISMA 2020清单。采用随机效应模型确定干预效果。使用Cochrane协作技术评估潜在偏倚。本研究纳入了六项涉及718名护生的研究。我们确定了不同基于游戏的方法的使用,如电子游戏、严肃游戏、手机游戏、棋盘游戏、游戏化翻转课堂和虚拟游戏模拟。在整个研究期间,基于游戏的干预持续时间从仅一次到每周一次不等。未观察到显著的发表偏倚。与对照组相比,基于游戏的干预提高了知识水平(标准化均数差=1.00;95%可信区间[0.26, 1.74];p<0.001)。基于游戏的干预是实现认知领域学习目标的有效策略,有助于提高护生的知识水平。因此,建议将基于游戏的干预措施纳入护理教育。需要进一步研究以确定基于游戏的干预如何影响护生的行为和情感学习成果。