Please use this identifier to cite or link to this item: https://scholarbank.nus.edu.sg/handle/10635/194154
Title: Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review
Authors: XU YAQI
Keywords: Nursing
Nursing student
Game-based learning
Game-based educational interventions
Games
Issue Date: 31-May-2021
Citation: XU YAQI (2021-05-31). Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review. ScholarBank@NUS Repository.
Abstract: Background: To meet the evolving needs of today’s nursing students and the demand for 21st century skills in modern healthcare, game-based learning has received increasing attention. It can improve learning outcomes (e.g. knowledge, skills), while enhancing learning experiences by promoting engagement and motivation. Objective: To explore the learning experiences of using game-based education interventions in nursing student. Data sources: Electronic databases of PubMed, EMBASE, Cochrane Library, CINAHL (EBSCOhost), and Scopus were searched between August 2020 and January 2021. Eligibility criteria: Quantitative, qualitative, and mixed-methods studies of any methodology, involving the use of educational games for nursing students of any age. Both published and unpublished studies in English language only were considered. No restrictions were applied to the year of publication. Methods: Methodological quality of included studies was assessed using the Mixed Methods Appraisal Tool (MMAT). Data was extracted using a standardized data extraction tool. Data synthesis involved narrative synthesis of quantitative findings and thematic synthesis of qualitative findings. Integration of results from both syntheses was then conducted following a result-based convergent synthesis design. Results: Fifty-three studies were included, with methodological quality ranging from low to high. This review found that game-based educational interventions can enhance nursing students’ learning experiences. Three themes emerged, encompassing findings from both quantitative and qualitative syntheses: 1) motivators of learning, 2) facilitators of engagement, and 3) affective response. Implications: Findings of this review highlighted the potential of educational gaming in promoting positive learning experiences among nursing students. This can better inform interested stakeholders when considering gaming as an alternative education approach to support current teaching methods in nursing. Future research should provide greater focus on examining the use of specific games under similar contexts.
URI: https://scholarbank.nus.edu.sg/handle/10635/194154
Appears in Collections:Bachelor's Theses

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