Evidence map›Paper›PMID 38891141›Full record

ArticleHealthcare (Basel, Switzerland)2024

Enhancing COVID-19 Knowledge among Nursing Students: A Quantitative Study of a Digital Serious Game Intervention.

Hannah McConnell, Debbie Duncan, Patrick Stark, Tara Anderson, James McMahon, Laura Creighton, Stephanie Craig, Gillian Carter, Alison Smart, Abdulelah Alanazi and 1 more

Abstract read
In one paragraph

Article in Healthcare (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Article
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

11 authors.

Hannah McConnellSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0009-0001-9355-893X
Debbie DuncanSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0003-4667-2497
Patrick StarkSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0003-2659-0865
Tara AndersonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0009-0005-3611-3431
James McMahonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0003-1418-6611
Laura CreightonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0001-9128-7817
Stephanie CraigSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0003-0783-4975
Gillian CarterSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0002-0155-1002
Alison SmartSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
Abdulelah AlanaziSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
Gary MitchellSchool of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.ORCID 0000-0003-2133-2998

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThis study aimed to evaluate the effectiveness of a digital serious game intervention about COVID-19 on pre-registration nursing student knowledge.

methodThis study included 282 nursing students from a university in Northern Ireland, with 210 students providing comparable pre-test and post-test results. The 'serious game' aimed to debunk common COVID-19 myths and provide accurate information about the virus. Participants completed a 25-item questionnaire before and after engaging with the game, which included true/false items based on the World Health Organisation's list of top COVID-19 myths. The data were analysed using paired

resultsA statistically significant improvement in COVID-19 knowledge was demonstrated among first-year nursing students who engaged with the serious game. The post-test scores (M = 92.68, SD = 13.59) were notably higher than the pre-test scores (M = 82.64, SD = 13.26), with a

conclusionThis research suggests that integrating serious games into undergraduate nursing education can effectively enhance COVID-19 knowledge. This approach is aligned with the evolving trend of employing technology and gamification in healthcare education.

Indexed as

COVID-19educationgamificationhealth carehealthcare educationnursing educationserious gamesvaccine hesitancy

Identifiers

PMID38891141
PMCPMC11171738

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.