Evidence map›Paper›PMID 39696231›Full record

SynthesisBMC medical education2024

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

Minjae Lee, Sujin Shin, Miji Lee, Eunmin Hong

Abstract readSystematic ReviewMeta-Analysis
In one paragraph

Synthesis in BMC medical education, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 20 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
20citing 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

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

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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

4 authors.

Minjae LeeCollege of Nursing, Ewha Womans University, 101, Helen Building, 52 Ewhayeodae-gil, Seodaemun-gu, Seoul, 03760, Republic of Korea.
Sujin ShinCollege of Nursing, Ewha Womans University, 101, Helen Building, 52 Ewhayeodae-gil, Seodaemun-gu, Seoul, 03760, Republic of Korea.
Miji LeeCollege of Nursing, Ewha Womans University, 101, Helen Building, 52 Ewhayeodae-gil, Seodaemun-gu, Seoul, 03760, Republic of Korea.
Eunmin HongCollege of Nursing, Ewha Womans University, 101, Helen Building, 52 Ewhayeodae-gil, Seodaemun-gu, Seoul, 03760, Republic of Korea. thename126@gmail.com.

Funding

National Research Foundation of Korea 2023R1A2C2006838
6 · The paper itself

Abstract

backgroundAdvancements 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.

objectiveTo 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.

methodsA 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.

resultsThe 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, I² = 90.51%), confidence (Hedges' g = 0.73, 95% CI = [0.23, 1.24], p = .005, I² = 82.71%), and performance (Hedges' g = 0.49, 95% CI = [0.17, 0.80], p = .003, I² = 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 < .001, I² = 25.41%).

conclusionThis study demonstrates that digital serious games significantly enhance knowledge, performance, and confidence of nursing students, offering a valuable alternative to traditional methods and equipping them with essential clinical competencies. However, the observed high heterogeneity and limitations like brief intervention durations necessitate caution in result interpretation and highlight the need for further research to explore long-term effects and behavioral changes in nursing education.

Indexed as

Education, NursingVideo GamesClinical CompetenceHumansRandomized Controlled Trials as TopicStudents, NursingDigital technologyEducation, nursingGamificationMeta-analysis

Identifiers

PMID39696231
PMCPMC11654367

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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Registered trials

None linked

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.