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KMID : 0388320210280040440
Journal of Korean Academy of Fundamental Nursing
2021 Volume.28 No. 4 p.440 ~ p.457
Factor Influencing Learning Outcome in Nursing Education Using Gamification: A Scoping Review
An Ji-Won

Abstract
Purpose: This review explored trends in studies on learning outcomes in nursing education using gamification,to provide directions for future research.

Methods: This scoping review was conducted according to the JoannaBriggs Institute's guidelines. The literature search date was February 1, 2021.

Results: Thirty-two studies wereincluded. The largest proportion of studies were quantitative descriptive studies, including qualitative mixedmethods (34.4%). More studies applied gamification in practical classes (53.1%) than in theoretical classes. Virtualsimulation games (37.9%) and simple quiz games (34.4%) were most often used. Commonly used gamificationelements included scores/points, feedback, badges, countdowns, challenges, competitions, and levels. Twothemes emerged regarding the impact of gamification on learning: learners¡¯ experiences and achievement outcomes with cognitive, affective, and psychomotor subthemes. Nursing education using gamification improved engagement, motivation, and learning achievement. However, there was less evidence for affective and psychomotor outcomes than for cognitive outcomes.

Conclusion: Gamification can be an effective educational strategy if educator's have sufficient understanding and readiness and appropriate gamification elements are applied to nursing education. Further research should investigate knowledge retention in the cognitive domain, collaboration and empathy in the affective domain, and the improvement of nursing skills using new technologies in the psychomotor domain.
KEYWORD
Education, Experimental game, Nursing student, Video games
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