Browse > Article
http://dx.doi.org/10.17703/IJACT.2022.10.4.110

The effectiveness of gamification on nursing practice for undergraduate students: A systematic review  

Hyun Kyoung, Kim (Department of Nursing Kongju National University)
Publication Information
International Journal of Advanced Culture Technology / v.10, no.4, 2022 , pp. 110-116 More about this Journal
Abstract
The purpose of this study was to examine the effectiveness of gamification in nursing practice for undergraduate students, as well as to explore the use of gamification in nursing education. This study is a systematic review of RCTs evaluating the effectiveness of gamification in nursing practice for undergraduate students. A total of 7 articles were identified in a search of PubMed, Cochrane Library, and Embase, and the additional databases were CINAHL (in English) and RISS (in Korean) between September 28, 2022 to October 5, 2022. Themes related to the environment and personal behaviors between 2002 and 2021 were extracted. The intervention themes were blood transfusion, postoperative pediatric nursing, postoperative hemorrhage and brain trauma nursing, basic and advanced life support, disaster nursing, and neonatal resuscitation. The primary outcomes were knowledge in five studies, satisfaction in one study, and competency in one study. The secondary outcomes were satisfaction in three studies, confidence in two studies, performance in two studies, skills in two studies, and self-efficacy, motivation, professional attitude, cognition, gameful experience, and affective response in one study each. Therefore, gamification interventions can be utilized in nursing practice education instead of traditional teaching methods such as lectures and face-to-face clinical practice.
Keywords
Gamification; Education; Nursing Student; Nursing Practice; Systematic Review;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
1 A. Blanie, M. A. Amorim, D. Benhamou. "Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students," BioMed Central Medical Education(BMCME), Vol. 20, No. 1, pp. 53, 2020, https://doi.org/10.1186/s12909-020-1939-6    DOI
2 L. Gutierrez-Puertas, A. Garcia-Viola, V. V. Marquez-Hernandez, J. M. Garrido-Molina, G. Granados-Gamez, G. Aguilera-Manrique. "Guess it (SVUAL): an app designed to help nursing students acquire and retain knowledge about basic and advanced life support techniques," Nurse Education Practice(NEP), Vol. 50, no. 1, 2021, https://doi.org/10.1016/j.nepr.2020.102961    DOI
3 Y. M. Liu, Y. C. Hou. "Effect of multi-disciplinary teaching on learning satisfaction, self-confidence level and learning performance in the nursing students," Nurse Education Practice(NEP), Vol. 55, No. 103128. pp. 1-6, August 2021, https://doi.org/10.1016/j.nepr.2021.103128    DOI
4 D. Ma, Y. Shi, G. Zhang, J. Zhang. "Does theme game-based teaching promote better learning about disaster nursing than scenario simulation: A randomized controlled trial," Nurse Education Today(NET), Vol. 103, No. 104923, pp. 1-7, August 2021, https://doi.org/10.1016/j.nedt.2021.104923    DOI
5 S. Sarvan, E. Efe. "The effect of neonatal resuscitation training based on a serious game simulation method on nursing students' knowledge, skills, satisfaction and self-confidence levels: A randomized controlled trial," Nurse Education Today(NET), Vol. 111, No. 105298, pp. 1-12, February 2022, https://doi.org/10.1016/j.nedt.2022.105298    DOI
6 H. I. Kwon. "Instructional innovation using e-PBL," The Journal of Convergence on Culture Technology(JCCT), Vol. 8, No. 5, pp. 241-249, September 2022, http://dx.doi.org/10.17703/JCCT.2022.8.5.241    DOI
7 E. Choi, N. Park. "An Educational Program against Digital Drama using Artificial Intelligence," International Journal of Advanced Culture Technology(IJACT), Vol. 10, No. 1, pp. 36-41, March 2022, https://doi.org/10.17703/IJACT.2022.10.1.3   DOI
8 I. Boada, A. Rodriguez-Benitez, J.M. Garcia-Gonzalez, J. Olivet, V. Carreras, M. Sbert. "Using a serious game to complement CPR instruction in a nurse faculty," Computer. Methods Programs and in Biomedcine(CMPB), Vol. 122, No. 2, pp. 282-291, August 2015. https://dx.doi.org/10.1016/j.cmpb.2015.08.006    DOI
9 J. Lynch-Sauer, T.M. VandenBosch, F. Kron, C.L. Gjerde, N. Arato, A. Sen, et al. "Nursing students' attitudes toward video games and related new media technologies," Journal of Nursing Education(JNE), Vol. 50, No. 9, pp. 513-523, May 2011. https://dx.doi.org/10.3928/01484834-20110531-04.    DOI
10 P. D. Thangavelu, J. Q. T. Apphia, C. Robyn, L. C. Wei, Y. L. Sok. "Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis," Nurse Education Today(NET), Vol. 113, No. 105357, pp. 1-11, June 2022, https://dx.doi.org/10.1016/j.nedt.2022.105357    DOI
11 M. A. Royse, S. E. Newton. "How gaming is used as an innovative strategy for nursing education," Nursing Education Perspectives(NEP), Vol. 28, No. 5, pp. 263-267, 2007. 
12 J. An. "Factor Influencing Learning Outcome in Nursing Education Using Gamification: A Scoping Review," Journal of Korean Academy Fundamental Nursing(JKAFN), Vol. 28, No. 4, pp. 440-457, November 2021. https://doi.org/10.7739/jkafn.2021.28.4.440    DOI
13 A. Malicki, F. H. Vergara, B. Van de Castle, P. Goyeneche, S. Mann, M. Preston Scott, et al. "Gamification in Nursing Education: An Integrative Literature Review," Journal of Continuing Education Nursing(JCEN), Vol. 51, No. 11, pp. 509-515, November 2020. https://doi.org/10.3928/00220124-20201014-07.    DOI
14 L. A. McGuinness, J. P. T. Higgins. "Risk-of-bias VISualization (robvis): An R package and Shiny web app for visualizing risk-of-bias assessments," Research Synthesis Methods(RSM). Vol. 12, pp. 55-61, April 2020, https://doi.org/10.1002/jrsm.1411    DOI
15 M. J. Page, D. Moher, P. M. Bossuyt, I. Boutron, T. C. Hoffmann, C. D. Mulrow, et al. "PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews," British Medical Journal(BMJ), Vol. 372, No. 160. pp. 1-36, March 2021. https://doi.org/10.1136/bmj.n160    DOI
16 S. Bidwell, M. F. Jensen. "E-text on Health Technology Assessment (HTA) Information Resources. Chapter 3: Using a Search Protocol to Identify Sources of Information: The COSI Model," [Internet]. Bethesda, MD: U.S. National Library of Medicine; 2003. [updated June 14, 2003; cited August 20, 2019]. Available from: https://www.nlm.nih.gov/archive/20060905/nichsr/ehta/chapter3.html#COSI 
17 J. A. C. Sterne, J. Savovic, M. J. Page, R. G. Elbers, N. S. Blencowe, I. Boutron,et al. "RoB 2: a revised tool for assessing risk of bias in randomised trials," British Medical Journal(BMJ), Vol. 366, pp. 1-8, August 2019, https://doi.org/10.1136/bmj.l4898    DOI
18 A. J. Q. Tan, C. C. S. Lee, P. Y. Lin, S. Cooper, L. S. T. Lau, W. L. Chua, et al. "Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: a randomized controlled trial," Nurse Education Today(NET), Vol. 55, No. 1, pp. 38-44, April 2017, https://doi.org/10.1016/j.nedt.2017.04.027    DOI
19 M. Verkuyl, D. Romaniuk, L. Atack, P. Mastrilli. "Virtual gaming simulation for nursing education: an experiment," Clinical Simulation Nursing(CSN), Vol. 13, No. 5, pp. 238-244, 2017, https://doi.org/10.1016/j.ecns.2017.02.004    DOI