SynthesisBMC medical education2024
Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials.
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.
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.
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.
Who cites it
20 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Emerging Technologies in Higher Education Course Development: A Systematic Review of Design Frameworks, Learning Outcomes, and Pedagogical Integration.F1000Research · 2026Pooled it
- Gamification in genetics, genomics, and pharmacogenomics education: a bibliometric analysis of research trends, collaboration, and emerging themes (2000-2025).Frontiers in medicine · 2026Pooled it
- Impact of Gamified Infection Control Education on Cognitive Achievement, Academic Self-Efficacy and Learning Motivation in Nursing Students: A Randomized Controlled Trial in Turkiye.International journal of nursing practice · 2026Trial
- Effectiveness of a digital game based study guide on head trauma assessment on knowledge and practical skills of nursing students: a quasi-experimental study.BMC medical education · 2025Trial
- Serious Game-Assisted Teaching for Junior Operating Room Nurses in Unicompartmental Knee Arthroplasty: Quasi-Historical Controlled Trial.JMIR serious games · 2026Article
- Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions.JMIR serious games · 2026Review
- From street to lifesaving: a pre-post study of a blended serious game-based CPR training program for food delivery riders.BMC public health · 2026Article
- Preparing Nursing Students for Obstetric Emergencies: Effects of High-Fidelity Simulation on Knowledge, Confidence and Learning.Nursing reports (Pavia, Italy) · 2026Article
- Evaluating a digital serious game for learning medical terminology in a randomized controlled trial.NPJ digital medicine · 2026Article
- Integrating Artificial Intelligence with Gamification in Medical Education: A Pedagogically Grounded Framework and Critical Review.Advances in medical education and practice · 2026Review
- Gamification as a strategy in nursing clinical supervision for developing critical reflective thinking.International journal of nursing sciences · 2026Article
- Progress in educational theory and translational implementation of simulation-based education for healthcare professionals: an integrative analysis from theory to effectiveness.Frontiers in medicine · 2026Review
- Take Care: development and evaluation of a serious game about violence against children and adolescents.Revista latino-americana de enfermagem · 2026Article
- Co-Design and Evaluation of a Gamified E-Resource About Healthcare Decarbonisation: A Study Protocol.Nursing reports (Pavia, Italy) · 2025Article
- Effect of a virtual reality simulator for preclinical instruction of operative dentistry on level of competence of undergraduate dental students.BMC medical education · 2025Article
- Serious Games for Preventing Musculoskeletal Disorders in Occupational Settings: Scoping Review.JMIR serious games · 2025Review
- Enhancing Nursing Students' Engagement and Critical Thinking in Anatomy and Physiology Through Gamified Teaching: A Non-Equivalent Quasi-Experimental Study.Nursing reports (Pavia, Italy) · 2025Article
- Games to Improve the Clinical Skills of Nursing Students: Systematic Review of Current Evidence.Asian/Pacific Island nursing journal · 2025Review
- "MORAD ESCAPE", a novel research-based escape room approach for evaluating research competencies of health professions students.BMC medical education · 2025Article
- E-learning Motivational Guideline for Maternity Nursing Students: Its Effect on Learning Achievement.SAGE open nursingArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
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.
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Registered trials
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.