Research process according to the PRISMA guidelines

Research process according to the PRISMA guidelines

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This study aimed to examine the trends of digital games and gamification in nursing education. The document analysis method was carried out by adapting the PRISMA for the bibliometric analysis. 20 articles published on digital games and gamification in nursing education were analyzed. Bibliometric analysis of the metadata of the articles was perfor...

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Since the effectiveness of pedagogies relies heavily on the context they are practiced, scholars strive to revalidate them with different participants representing different disciplines, age, cultures and so on. In this regard, this piece of work was undertaken so as to reveal the impact of a digital game-based learning environment on the achieveme...

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... Promote Active Engagement And Discipline In Language Learning [24] Researching the impact of gamification using the Kahoot! on the active and disciplined involvement of students in English language learning among the 35 students of the nursing program. Research Trends on Digital Games and Gamification in Nursing Education [28] Analyze articles on digital games and gamification in nursing education. ...
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The purpose of this systematic literature review (SLR) is to investigate how gamification and artificial intelligence can be included into nursing students’ English language instruction. English language competency has grown in importance for nurses, particularly in the global healthcare setting where precise documentation and efficient communication are essential. However, busy schedules frequently make it difficult for nursing students to find time for language study, which frequently results in lower motivation and engagement during the learning process. Gamification has been shown to be successful in raising motivation and learning engagement through components like leaderboards, badges, and points. AI makes it possible to customize learning by creating materials according to each student’s need and giving them immediate feedback, which might help them become more proficient in the language. This research synthesizes studies on the use of these technologies in nursing education, identifies key trends, evaluates learning outcomes, and discusses challenges such as limited access to technology and lack of training for teachers. The results show that gamification and AI have great potential in improving nursing students’ English competency, especially in enhancing their professional communication skills.
... For studies focusing on the integration of games in tertiary education, the research was conducted on the implementation of gamification in several disciplines. All in all, their findings show how game-like elements such as leaderboard and digital badges have created a positive learning experience among university students (Azmi et al., 2015;Zhan et al., 2020;Mese and Mese, 2022;Ortiz et al., 2016;van Gaalen et al., 2021). ...
... In addition to the five studies that look into the implementation of gamification in programming education (Azmi et al., 2015;Zhan et al., 2020), nursing education (Mese and Mese, 2022), science, technology, engineering and mathematics (STEM) education (Ortiz et al., 2016) and health profession education (van Gaalen et al., 2021) offered by higher education institutions, Kalogiannakis et al. (2021) reviewed game-based learning literature involving primary, secondary and university students. Given that the current study focuses on adult learners with various academic backgrounds, reviewing literature on the use of games in the teaching and learning of diverse programmes will be beneficial. ...
... Two studies examine the use of gamification to optimise nursing and health profession educations. Like the above-mentioned studies, gamification is proven effective in enhancing nursing students' motivation, participation in the course (Mese and Mese, 2022) and improving learning outcomes (van Gaalen et al., 2021). One main limitation pointed out by van Gaalen et al. (2021), who analysed 44 peer-reviewed articles adopting quantitative and mixed-method, is that most studies lack well-defined control groups in a longitudinal way. ...
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Purpose The psychological theory of self-determination postulated that gamification enhances learning engagement by intrinsically motivating learners to undertake tasks spontaneously. Gamification has then been integrated into adult learning as part of the initiative of learner-centred pedagogies to curb the low retention rates of adult learners who struggle with heavy work commitments, family obligations and financial pressure. Gamification, being one of the technological mediations, assumes the crucial role of engaging and retaining adult learners. Adult learners have received less attention in research when compared with conventional university students. The purpose of this study is to conduct a bibliographic analysis to assess the past, present and future publication trends of gamifying adult learning and to identify the research gap. Design/methodology/approach This study included publications related to gamification and adult learning from 2014 to 2022, extracted from Dimensions. A total of 79,864 publications were retrieved initially, and 3,469 publications were ultimately selected for final analysis after the refinement of the keyword search. VOSviewer was used for bibliographic coupling, keyword co-occurrence, clustering and co-citation analysis of countries. Findings The number of publications related to gamification in adult learning has decreased since its peak in 2020. The saturation is mainly concentrated in the USA, the UK and China, with similar levels of national income and technology advancement skills. However, gamification in adult learning remains a popular and growing research area in developing countries like Malaysia, which has huge potential due to government investments in education, technology and lifelong learning. There is also an evident research gap on gamification, adult learning and personality traits, which have not been covered in previous studies. Originality/value Prior research mostly focused on systematic literature reviews, while the use of bibliometric analysis could be a missing link in this research domain. This paper unveils the evolution of publications on this topic over time by scientifically analysing a large number of publications and rigorously identifying research gaps contributing to future research avenues.
... Nursing education has transformed in recent years with the introduction of active learning strategies to stimulate the interest of the learner, by increasing motivation, process. 1,2 There are a lot of concepts and mechanisms that are difficult to understand by students in the medical field, especially nursing, and learning those complicated concepts in the curriculum can easily bring boredom and create a loss of interest for the students in the classroom. 2 Gamification helps to blend and balance the game elements with the concepts in a non-game environment, to achieve realism, better listening by class engagement and stimulation, and to promote better learning outcomes by making meaningful connections to the more complex nursing concepts. ...
... 10 Studies have suggested that gamification can bring better motivation in students, and helps in dynamic participation and retention of the content learned in the classroom than the traditional teaching methods. 1,4 Since gamification is comparatively a recent technology used in nursing education, not much information is available for its application in this field to be recommended as an effective learning tool. Therefore, the purpose of this review is to identify the application of gamification as an innovative teaching-learning strategy method in the nursing curriculum, to explore student satisfaction, motivation, and class engagement while using gamification as a teaching strategy, and to identify the impact of gamification in the academic performance of nursing students. ...
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... nonetheless, its application has grown increasingly common since 2010 (Bozkurt & Genç-Kumtepe, 2014;Marczewski, 2013). "gamification" refers to applying game design elements in settings that are not games to improve user engagement and retention. This definition of the term is generally accepted (Hiraoka et al., 2016;S. Meşe & Meşe, 2022). This idea refers to a combination of people who provide experience and behavioral aspects in entertainment, the elements of game design, and the creation of entertainment that incorporates these qualities . It is the application of game-related rules and game thinking in the classroom to capture the students' attention . The term most ...
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Digital Games and Gamification in Education Editors Dr. Nurullah Taş, Dr. Yusuf İslam Bolat In the "Digital Games and Gamification in Education" pages, readers embark on a captivating journey through a landscape where traditional education converges with the engaging world of digital games and gamification. This comprehensive volume is designed to provide a rich and multifaceted exploration of this transformative trend reshaping our educational systems' very fabric. As readers journey through the chapters of "Digital Games and Gamification in Education," they are invited to explore the dynamic fusion of play and education that holds the potential to revolutionize the future of learning. This book is an essential guide for educators, scholars, and enthusiasts, offering insights, strategies, and practical examples that illuminate the path to a more engaging and practical educational experience. Citation Taş, N. & Bolat, Y. İ. (Eds.). (2023). Digital Games and Gamification in Education. ISTES Organization.
... Collecting data for serious game analytics has proven difficult, with pre-game, in-game, and post-game data being the most common. Digital games and gamification have proven helpful in nursing education in fostering active involvement, elevating satisfaction levels, and imparting skills [10]. ...
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Purpose Gamification is an emerging technique of applying game elements to difficult and tedious learning activities to make them fun and exciting. This study aims to review the scientific landscape of the library’s readiness to adopt gamification with context to application in teaching and learning purposes based on computational tools. The present research also aims to study the growth of literature on gamification, to identify the most contributing authors, countries, affiliations and journals and collaboration status with different geographical settings. The study will also identify the most influential paper on the area with the highest citation and Altmetric Attention Score (AAS) as well as analyzing the keywords for locating the research trend in the subject area. Design/methodology/approach The study has adopted Scientometric and Altmetric approach by considering the research outputs of a decade (2013–2022) from Scopus database. First, the required data has been searched using appropriate keywords forming the search strategy by running title–abstract–keywords considering the limitation in the system. The exported data is systematically visualized for performing science mapping like the collaboration of authors, countries, organizations and co-occurrence of keywords using VOSviewer. For finding the Altmetrics score and Mendeley readership of the influential research works, the system Dimension.ai is further used. Findings The study found 928 records indicating an exponential growth over the years with total 2,750 authors. Samuel Kai Wah Chu from the University of Hong Kong, China, is the most contributed author. Spain and the USA are highly productive countries, but there needs to be a strong collaboration pattern among authors. It is found that gamification is widely applied in education discipline than any other. Some of the libraries have already implemented gamification tools for learning purposes in their services. The research on gamification still lacks social media attention and needs to be promoted more through various social media platforms for greater visibility. Originality/value The study explores the global scientific literature to identify the library’s awareness of implementing gamification tools in their services for teaching and learning purposes. As per the author’s knowledge, no such study has been conducted until date with such aims and objectives through the application of both Scientometrics and Altmetrics approaches.