An Investigation of Nursing Students’ Experience With an Evidence-Based Practice Serious Game: A Transversal Study
Notice bibliographique
Résumé
Background: Integrating evidence-based practice (EBP) into nursing education is a complex challenge, as traditional teaching methods often lack experiential learning opportunities. Serious games have emerged as promising tools to enhance engagement, critical thinking, and skill acquisition in health care student education. EviGame, a serious game designed to introduce nursing students to EBP, fosters decision-making, autonomy, and structured feedback within an interactive learning environment. Understanding how students engage with such games and the factors that influence their experiences is essential for exploring their learning dynamics. Purpose: This exploratory cross-sectional study aims to a) investigate nursing students’ learning experiences with EviGame using the Game Experience Questionnaire – Core Module (GEQ–CM) (IJsselsteijn et al., 2013) and b) explore the relationships between overall GEQ–CM scores and individual factors such as age, gender, prior gaming experience, fatigue, and stress levels. Methods: The study was conducted in October 2022 with second-year undergraduate nursing students at a Swiss university. Participants played EviGame and subsequently completed the GEQ–CM, assessing seven dimensions of game experience: competence, immersion, flow, positive affect, negative affect, tension/annoyance, and challenge. Additional demographic and psychometric data were collected. Data analysis included descriptive statistics, Spearman’s rank correlation, and Mann–Whitney U tests. Results: Among the 146 students enrolled in the course, 43 participated in the study, with 37 completing the questionnaire. Students reported high levels of competence (M = 3.28) and positive affect (M = 3.18), suggesting confidence and enjoyment in the game. The low challenge score (M = 2.39) indicates that the game lacked sufficient difficulty for some learners. Significant positive correlations were observed between the overall GEQ–CM score and both age (rs = 0.4881; p = 0.0022) and stress level (rs = 0.6316; p < 0.001). Women demonstrated higher overall engagement than men (z = 2.961; p = 0.0031). Prior gaming experience did not yield significant effects on results. Conclusion: The study indicates that EviGame is generally well received by nursing students, particularly regarding competence and positive affect. However, the low challenge score underscores the need for adaptive scenarios and dynamic difficulty adjustments to sustain engagement and cognitive involvement. The study also highlights the influence of age and stress on students’ experiences, with women reporting higher engagement levels. These insights provide valuable guidance for refining serious games in nursing education. Further research should assess the long-term effects on clinical reasoning and the integration of serious games in nursing curricula.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,004 | 0,009 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,001 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,002 | 0,001 |
| Études des sciences et des technologies | 0,002 | 0,001 |
| Communication savante | 0,002 | 0,001 |
| Science ouverte | 0,001 | 0,002 |
| Intégrité de la recherche | 0,001 | 0,002 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,001 | 0,001 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».