Development of information and communication technology that increases complexity in the education system where the learning process develops to be electronic-based, the use of electronic-based learning systems in nursing education provides an interesting development for students. one of them is the use of educational game platforms. The use of educational game platforms can provide convenience in learning the learning system. The method of reading this article is the Study of Literature Review through searching articles on 2 data-based, namely: Science Direct and Scopus. The inclusion criteria for this literature study are full text free, waiting for English, and published 2013-2018. The keywords used in the search article are Games, Educational Games, Platform Educational Games, Nursing Educational Games. search results found 294 articles starting with reading the title and abstract sections to find 10 articles that are relevant for use for literature review. The results of the conclusions study concluded that the use of educational game platforms in the learning process can increase learning interest, student satisfaction levels, increase self-efficacy, the level of punishment and the ability to make decisions. The use of educational games can also increase student learning prose, create active learning arrangements, easy to understand learning material, and improve students' clinical teaching skills. Educational games related to educational game platforms, collaboration between education and related parties Industrial games to educate game platforms according to the needs in the learning process.
Excessive online gaming can lead to physical health problems, including poor sleep quality, insomnia, cardiovascular diseases, as well as vision and wrist problems, while such psychosocial issues as stress, anxiety, depression, and decreasing levels of life satisfaction can also occur. This systematic review aims to determine the predisposing factors responsible for online gaming addiction to become reference in the prevention efforts. An article search was systematically conducted through ProQuest, ScienceDirect, Scopus, SAGE Publication, and EBSCOhost databases of 2015 – 2020 based on established inclusion and exclusion criteria, and 14 articles identified using PRISMA guidelines fulfilled the requirements. The review of these articles found that the biological predisposing factors in online gaming addiction consist of dysfunctional impulsivity, male gender, and appetite. The psychological aspects include history of physical and verbal abuse and bullying, lack of attention, stress, anxiety, depression, low level of self-resilience, self-esteem issues, low self-control, low self-efficacy, low life expectancy, motivation, emotional intelligence, and attention from the environment. Meanwhile, the sociocultural aspects are social support and control, length of time and devices used to play online games, types of online games, vulnerable social relations, hyperactivity, dissociation, sensation seeking, adequate daily activities, and active participation in online gaming communities. Predisposing factors can become a protective factor as well as risk factor of individuals in online gaming addiction based on the applied coping mechanisms.
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