Earticle

현재 위치 Home

Culture Convergence (CC)

The effectiveness of gamification on nursing practice for undergraduate students : A systematic review

첫 페이지 보기
  • 발행기관
    국제문화기술진흥원 바로가기
  • 간행물
    International Journal of Advanced Culture Technology(IJACT) KCI 등재 바로가기
  • 통권
    Volume 10 Number 4 (2022.12)바로가기
  • 페이지
    pp.110-116
  • 저자
    Hyun Kyoung Kim
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A423162

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

원문정보

초록

영어
The purpose of this study was to examine the effectiveness of gamification in nursing practice for undergraduate students, as well as to explore the use of gamification in nursing education. This study is a systematic review of RCTs evaluating the effectiveness of gamification in nursing practice for undergraduate students. A total of 7 articles were identified in a search of PubMed, Cochrane Library, and Embase, and the additional databases were CINAHL (in English) and RISS (in Korean) between September 28, 2022 to October 5, 2022. Themes related to the environment and personal behaviors between 2002 and 2021 were extracted. The intervention themes were blood transfusion, postoperative pediatric nursing, postoperative hemorrhage and brain trauma nursing, basic and advanced life support, disaster nursing, and neonatal resuscitation. The primary outcomes were knowledge in five studies, satisfaction in one study, and competency in one study. The secondary outcomes were satisfaction in three studies, confidence in two studies, performance in two studies, skills in two studies, and self-efficacy, motivation, professional attitude, cognition, gameful experience, and affective response in one study each. Therefore, gamification interventions can be utilized in nursing practice education instead of traditional teaching methods such as lectures and face-to-face clinical practice.

목차

Abstract
1. INTRODUCTION
2. MATERIALS AND METHODS
2.1 Data source
2.2 Study selection
2.3 Included studies
2.4 Quality appraisal
2.5 Data extraction and synthesis
3. RESULTS
3.1 Characteristics of the topics and participants
3.2 Characteristics of the gamification intervention methods
3.3 Effectiveness of the gamification for nursing practice
4. DISCUSSION
5. CONCLUSION
ACKNOWLEDGEMENT
REFERENCES

키워드

Gamification Education Nursing Student Nursing Practice Systematic Review

저자

  • Hyun Kyoung Kim [ Associate Professor, Department of Nursing Kongju National University, Gongju, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제문화기술진흥원 [The International Promotion Agency of Culture Technology]
  • 설립연도
    2009
  • 분야
    공학>공학일반
  • 소개
    본 진흥원은 문화기술(Culture Technology) 관련 산·학·연·관으로 구성된 비영리 단체이다. 문화기술(CT)은 정보통신기술(ICT), 문화적 사고 기반의 예술, 인문학, 디자인, 사회과학기술이 접목된 신융합기술(New Convergence Technology, NCT)로 정의한다. 인간의 삶의 질을 향상시키고, 진보된 방향으로 변화시키고, 문화기술 관련 분야의 학술 및 기술의 발전과 진흥에 공헌하기 위하여, 제3조의 필요한 사업을 행함을 그 목적으로 한다.

간행물

  • 간행물명
    International Journal of Advanced Culture Technology(IJACT)
  • 간기
    계간
  • pISSN
    2288-7202
  • eISSN
    2288-7318
  • 수록기간
    2013~2025
  • 등재여부
    KCI 등재
  • 십진분류
    KDC 600 DDC 700

이 권호 내 다른 논문 / International Journal of Advanced Culture Technology(IJACT) Volume 10 Number 4

    피인용수 : 0(자료제공 : 네이버학술정보)

    함께 이용한 논문 이 논문을 다운로드한 분들이 이용한 다른 논문입니다.

      페이지 저장