Abstract:Objective To identify the effectiveness of the serious game in improving learning outcomes compared to the different teaching strategies used in the education of nursing students. Method Systematic review, conducted from July 2019 to May 2020, at PubMed®, Scopus, CINAHL, Web of Science and LILACS. Studies of experimental and quasi-experimental design were included, with no delimitation of time frame, aimed at nursing students, who approached the use of the serious game as the main teaching strategy compared w… Show more
“…This study has some limitations, such as the single-center design. The importance of developing multicenter research that addresses the adoption of the SGs as a learning strategy for best practice is given by obtaining larger samples for more generalizable results and by sharing resources between collaborative sites and promoting networks 27 . Also, our study did not have a control group, therefore the findings cannot be compared to another training method and the results may pose risks in terms of reliability.…”
“…This study has some limitations, such as the single-center design. The importance of developing multicenter research that addresses the adoption of the SGs as a learning strategy for best practice is given by obtaining larger samples for more generalizable results and by sharing resources between collaborative sites and promoting networks 27 . Also, our study did not have a control group, therefore the findings cannot be compared to another training method and the results may pose risks in terms of reliability.…”
“…The several advantages of SGs for instructional purposes, such as enhancing the engagement and motivation of the players, achieving optimal attention, improving learners' skills in an enjoyable way, providing an interactive environment, giving quick feedback and progress records, and affording teamwork among learners, led to their popularity in the educational fields [ [6] , [7] , [8] ]. Accordingly, many studies have been conducted to show the positive effect of SGs on education and learning [ [9] , [10] , [11] ]. For instance, Tubelo et al revealed that the SGs were an effective tool for improving the students’ knowledge of primary healthcare content [ 10 ].…”
Section: Introductionmentioning
confidence: 99%
“…For instance, Tubelo et al revealed that the SGs were an effective tool for improving the students’ knowledge of primary healthcare content [ 10 ]. Nascimento et al concluded in their systematic review that SGs can be used as an effective technology for nursing learning compared to other teaching methods [ 11 ].…”
“…Inicialmente, estos juegos fueron desarrollados para formar profesionales en el ámbito laboral, pero a medida que se comprobó su eficacia, su uso se fue ampliando al ámbito de la educación escolar y universitaria. Su relevancia quedó demostrada por una revisión sistemática (6) realizada en 2021, que mostró una mejora en el aprendizaje y la satisfacción de los estudiantes luego del uso del serious game, según la evaluación de estudios experimentales publicados.…”
Objective: To validate the content of the prototype of a serious game targeted at teaching patient safety in nursing. Method: Methodological study with a quantitative approach, according to a psychometric reference. Validation procedures were carried out in November 2018, in two Delphi validations. The items that reached content validation coefficient of 0.80, or agreement equal or above 80%, were considered valid. Results: 10 judges participated in the first Delphi round, while 6 participated in the second. At the end of the second Delphi round, all items analyzed reached values above 0.80 and 80%. Conclusion: The content developed for the serious game is valid to promote the teaching of patient safety.
Objetivo: Validar el contenido del prototipo del Serious game dirigido a la enseñanza de la seguridad del paciente en enfermería.Método: Estudio metodológico de abordaje cuantitativo conforme referencial psicométrico. Los procedimientos de validación fueron realizados de septiembre a noviembre de 2018, a partir de dos conferencias Delphi. Se consideraron válidos los ítems que alcanzaron un coeficiente de validación de contenido de 0,80 y concordancia igual o superior al 80%.Resultados: 10 jueces participaron en la primera ronda Delphi, mientras que 6 participaron en la segunda. Al final de la segunda ronda Delphi, todos los ítems analizados alcanzaron valores superiores a 0,80 y 80%.Conclusión: El contenido desarrollado para el juego serio es válido para promover la enseñanza de la seguridad del paciente.
Objetivo: Validar o conteúdo do protótipo do Serious game para o ensino da segurança do paciente na enfermagem. Método: Estudo metodológico de abordagem quantitativa conforme referencial psicométrico. Os procedimentos de validação foram realizados de setembro a novembro de 2018, a partir de duas conferências Delphi. Considerou-se validos os itens que atingiram coeficiente de validação de conteúdo igual ou maior a 0,80 e concordância igual ou maior a 80%. Resultados: Na primeira rodada Delphi participaram 10 juízes e na segunda seis. Ao final da segunda etapa Delphi o conteúdo analisado atingiu em todos os itens valores superiores a 0,80 e 80%. Conclusão: Evidenciou-se que o conteúdo desenvolvido para o serious game é valido para promoção do ensino da segurança do paciente.
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