A Systematic Literature Review on Utilization of Gamification in Nursing
AUTHORS
Ji Won Oak,Department of Nursing, Tongmyong University, Busan, Korea
ABSTRACT
This paper was investigated the nursing research related to gamification and analyze the contents and effects of the experimental research to examine its effect. A systematic literature review was conducted. The articles were searched electronically using the data base with the key words of “gamification” or “gamified” and “nursing”. Finally, six studies were selected among 80 studies. The study was conducted mostly by health care professionals including nursing students (n = 4) and education subjects (n = 5). ‘Reward’ was the most common gamification mechanism used in the study, and all studies were combined with various gamification mechanisms. In nursing education where participation and motivation of the subject is important, gamification can play an important role in educational effect. Nursing researchers’ interest in gamification is needed in the future, and it is necessary to develop scenarios suitable for educational situations and to check their effectiveness.
KEYWORDS
Gamification, Nursing, Nursing education, Systemic review
REFERENCES
[1] J.T. Kim, “Dynamical model for gamification of learning (DMGL): Simulation of the four primary factors improving educational effectiveness in learning games,” Chung-ang University Doctoral dissertation, (2014)
[2] H.L. Lee, J.H. Woo, M.S. Park, D.Y. Lee, and E.J. Jeong, “A research on the effective development of gamification through case study-based on game mechanics and game dynamics,” Korean Society for Computer Game, vol.27, no.1, pp.141-151, (2014)
[3] A. Khasianov, I. Shakhova, and B. Ganiev, “Gamification in higher education: Kazan federal University primer,” eLearning & Software for Education, vol.1, pp.519-522, (2016)
[4] K.M. Kapp, “The gamification of learning and instruction: Game-based methods and strategies for training and education,” NY: John Wiley & Sons, Inc., (2012)
[5] A. Liberati, D.G. Altman, J. Tetzlaff, C. Mulrow, P.C. Gøtzsche, J.P. Ioannidis, M. Clarke, P.J. Devereaux, J. Kleijnen, and D. Moher, “The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: Explanation and elaboration,” The British Medical Journal, vol.338, b2700, (2009)
[6] B. Kwon and C. Lyou, “The meta-analysis of domestic gamification research: Status and suggest,” Korea Humanities Content Society, vol.39, pp.97-124, (2015)
[7] Bunchball, Inc., “Gamification 101ss: An introduction to the use of game dynamics to influence behavior,” California: Bunchball, Inc.,