2022
DOI: 10.1016/j.ajic.2022.02.025
|View full text |Cite
|
Sign up to set email alerts
|

The effectiveness of serious games designed for infection prevention and promotion of safe behaviors of senior nursing students during the COVID-19 pandemic

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
6
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 15 publications
(7 citation statements)
references
References 32 publications
1
6
0
Order By: Relevance
“…Incorporating insights from prior research, the study utilised a 25-item questionnaire to assess students’ knowledge levels before and after engaging with the COVID-19 serious game. Analysis of pre- and post-test results revealed statistically significant changes in students’ knowledge levels following gameplay, aligning with findings from previous COVID-19 serious game studies [ 27 , 28 , 29 , 30 , 46 , 47 ]. This highlights the potential of serious games as effective educational interventions for enhancing nursing students’ understanding of critical public health issues such as COVID-19.…”
Section: Discussionsupporting
confidence: 86%
See 1 more Smart Citation
“…Incorporating insights from prior research, the study utilised a 25-item questionnaire to assess students’ knowledge levels before and after engaging with the COVID-19 serious game. Analysis of pre- and post-test results revealed statistically significant changes in students’ knowledge levels following gameplay, aligning with findings from previous COVID-19 serious game studies [ 27 , 28 , 29 , 30 , 46 , 47 ]. This highlights the potential of serious games as effective educational interventions for enhancing nursing students’ understanding of critical public health issues such as COVID-19.…”
Section: Discussionsupporting
confidence: 86%
“…Gamification, a strategy with enriched experiential learning, offers students dynamic and innovative avenues to explore various subjects, fostering deeper engagement and understanding [ 32 , 33 , 34 , 35 , 36 , 44 , 45 ]. This study’s findings illuminate how pre-registration nursing students’ interaction with the COVID-19 serious game enriched their understanding and awareness, empowering them to discern factual information from common misconceptions [ 46 , 47 ]. Despite the well-documented challenges posed by online learning, uptake and participation in this study was high.…”
Section: Discussionmentioning
confidence: 82%
“…[82][83][84] One hundred forty-four articles used technology to augment, or add to, the current teaching methods, giving extra opportunities for learning. Technologies used included social media, 51 virtual reality, 85 game-based learning [86][87][88][89] and mobile or web-based activities. 46,48,63,90,91 These augmentation-related articles tended to focus more on including additional learning activities, formative feedback or self-assessment for learning.…”
Section: Samr Categorisationmentioning
confidence: 99%
“…Nursing education in schools should provide training and drills about similar crises for nursing students to strengthen their disaster-care competencies. Calik et al reported that a serious game, a type of technology-enhanced simulation, was beneficial for improving knowledge of infection and safe behaviors about COVID-19 among senior nursing students (97). This game was an effective teaching strategy and was free to use for purposes of research and education.…”
Section: Discussionmentioning
confidence: 99%