Digital Educational Tools for Undergraduate Nursing Education: A Review of Serious Games, Gamified Applications and Non-Gamified Virtual Reality Simulations/Tools for Nursing Students

Information Pub Date : 2024-07-15 DOI:10.3390/info15070410
V. Chatzea, Ilias Logothetis, Michail Kalogiannakis, Michael Rovithis, Nikolas Vidakis
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Abstract

Educational technology has advanced tremendously in recent years, with several major developments becoming available in healthcare professionals’ education, including nursing. Furthermore, the COVID-19 pandemic resulted in obligatory physical distancing, which forced an accelerated digital transformation of teaching tools. This review aimed to summarize all the available digital tools for nursing undergraduate education developed from 2019 to 2023. A robust search algorithm was implemented in the Scopus database, resulting in 1592 publications. Overall, 266 relevant studies were identified enrolling more than 22,500 undergraduate nursing students. Upon excluding multiple publications on the same digital tool, studies were categorized into three broad groups: serious games (28.0%), gamified applications (34.5%), and VR simulations and other non-gamified digital interventions (37.5%). Digital tools’ learning activity type (categories = 8), geographical distribution (countries = 34), educational subjects (themes = 12), and inclusion within a curriculum course (n = 108), were also explored. Findings indicate that digital educational tools are an emerging field identified as a potential pedagogical strategy aiming to transform nursing education. This review highlights the latest advances in the field, providing useful insights that could inspire countries and universities which have not yet incorporated digital educational tools in their nursing curriculum, to invest in their implementation.
护理本科教育的数字教育工具:面向护理专业学生的严肃游戏、游戏化应用和非游戏化虚拟现实模拟/工具综述
近年来,教育技术取得了巨大进步,包括护理在内的医疗保健专业人员教育中出现了几项重大发展。此外,COVID-19大流行导致了强制性的物理距离,这迫使教学工具加速数字化转型。本综述旨在总结 2019 年至 2023 年期间开发的用于护理本科教育的所有可用数字工具。我们在 Scopus 数据库中采用了强大的搜索算法,共搜索到 1592 篇出版物。总体而言,共发现了 266 项相关研究,涉及 22500 多名护理本科生。在排除关于同一数字工具的多篇论文后,研究被分为三大类:严肃游戏(28.0%)、游戏化应用(34.5%)以及 VR 模拟和其他非游戏化数字干预(37.5%)。此外,还探讨了数字工具的学习活动类型(类别 = 8)、地理分布(国家 = 34)、教育科目(主题 = 12)以及是否包含在课程中(n = 108)。研究结果表明,数字教育工具是一个新兴领域,被认为是一种旨在改变护理教育的潜在教学策略。本综述重点介绍了这一领域的最新进展,提供了有益的见解,可激励尚未将数字教育工具纳入护理课程的国家和大学投资实施这些工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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