Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials.

Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials.

Publication date: Dec 18, 2024

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, I^2 = 90. 51%), confidence (Hedges’ g = 0. 73, 95% CI = [0. 23, 1. 24], p = . 005, I^2 = 82. 71%), and performance (Hedges’ g = 0. 49, 95% CI = [0. 17, 0. 80], p = . 003, I^2 = 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 

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Concepts Keywords
April Clinical Competence
Coronavirus COVID-19
Nursing Digital technology
Pandemic Education, Nursing
Training Education, nursing
Gamification
Humans
Meta-analysis
Students, Nursing
Video Games

Semantics

Type Source Name
pathway KEGG Coronavirus disease
disease IDO quality
disease IDO intervention
pathway REACTOME Reproduction
drug DRUGBANK Coenzyme M
disease MESH COVID 19 pandemic
drug DRUGBANK Trestolone
drug DRUGBANK Ranitidine
drug DRUGBANK Serine
disease IDO process
disease IDO country
drug DRUGBANK Cysteamine
drug DRUGBANK Indoleacetic acid
disease IDO blood
disease MESH anxiety
drug DRUGBANK L-Valine
drug DRUGBANK Nonoxynol-9
drug DRUGBANK MK-212
drug DRUGBANK Bleomycin
disease MESH postpartum hemorrhage

Original Article

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