원문정보
초록
영어
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.
목차
1. INTRODUCTION
2. MATERIALS AND METHODS
2.1 Data source
2.2 Study selection
2.3 Included studies
2.4 Quality appraisal
2.5 Data extraction and synthesis
3. RESULTS
3.1 Characteristics of the topics and participants
3.2 Characteristics of the gamification intervention methods
3.3 Effectiveness of the gamification for nursing practice
4. DISCUSSION
5. CONCLUSION
ACKNOWLEDGEMENT
REFERENCES