护理中的游戏化

Nino Fijačko, Lucija Gosak, N. Debeljak, P. Skok, G. Štiglic, Leona Cilar
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引用次数: 4

摘要

引言:随着新一代学生进入教育系统,并呼吁采用新颖的成人学习方法,如游戏化,传统教学法的重要性似乎正在减弱。本文的目的是将游戏化作为一个新的概念引入成人学习,并介绍其对护理教育的影响。方法:通过结合2dSearch、Publish or Perish和PubMed2XL应用程序和设定的标准,我们使用Google Scholar和Medline/PubMed搜索引擎来汇编、分析和综合与护理领域教育过程相关的游戏化研究。为了评估研究的方法学质量水平,我们使用了混合方法评估工具(MMAT)。结果:最终分析包括9项与护理课程单元游戏化相关的研究。大多数情况下,游戏元素以徽章和反馈的形式出现。大多数研究报告了游戏化对护理专业学生的积极影响,表现为动机和参与度的提高,只有一项调查报告了不恰当和低效的负面影响。根据MMAT工具对纳入的研究进行的评估显示,方法学质量处于中等水平。讨论和结论:游戏化是护理教育中一个相对较新的概念,代表着一种更先进的信息传递方式的潜力。未来,应开展研究,澄清游戏化的概念,并研究其在斯洛文尼亚教育环境中实施的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification in nursing
Introduction: With new generations of students entering the educational system and calling for novel adult learning approaches, such as gamification, traditional didactics seem to be diminishing in importance. The aim of this paper is to introduce gamification as a novel concept in adult learning and to present its impact on nursing education.Methods: Through a combination of 2dSearch, Publish or Perish and PubMed2XL applications and the set criteria, we used the Google Scholar and Medline / PubMed search engines to compile, analyse, and synthesise studies related to gamification in correlation with the educational process in the field of nursing. To assess the level of methodological quality of research, we used the Mixed Methods Appraisal Tool (MMAT).Results: The final analysis included nine studies related to gamification in nursing course units. Most often, game elements in the form of badges and feedback were included. Most research studies reported a positive impact of gamification on nursing students in the form of increased motivation and engagement, with only one survey reporting a negative impact in the form of inappropriateness and inefficiency. The evaluation of the included studies according to the MMAT tool showed a medium level of methodological quality. Discussion and conclusion: Gamification is a relatively new concept in nursing education and represents the potential for a more advanced way of conveying information. In the future, research should be carried out to clarify the concept of gamification and examine the possibilities of its implementation in the educational environment in Slovenia.
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