Claims

Gamified clinical skill learning produces a large positive effect on knowledge acquisition in undergraduate nursing students

Claim · All claims
Evidence · 1 study · quant-synthesis r3 · q4 · i3 large
Currency · newest study 2026 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q4 i3 Meta-analysis of 17 RCTs (n=1,505) shows gamified learning significantly improves knowledge acquisition over traditional teaching (SMD=0.81, 95% CI [0.55, 1.07]). → Chen W.-L. 2026

Evidence

Chen W.-L. 2026

Chen W.-L., Winitchayothin S., Cheng C.-H., Tonapa S.I., Chou F.-H., & Zimmerman P.-A. (2026). A systematic review and meta-analysis of the effect of gamified clinical skill learning on learning outcomes in undergraduate nursing education. The Journal of Nursing Research. https://doi.org/10.1097/jnr.0000000000000772

q4 · i3 · quant-synthesis · r3

Random-effects meta-analysis of 17 randomized controlled trials in undergraduate nursing education pooling 1,505 students. The review reports a large pooled effect, SMD = 0.81, described as "a pooled standardized mean difference of 0.81 (95% CI [0.55, 1.07], p<.001)". GRADE certainty was moderate.

"A meta-analysis of 17 studies comprising 1,505 students was conducted to examine the effects of gamified clinical skill learning on knowledge acquisition. The random-effects model revealed a pooled standardized mean difference of 0.81 (95% CI [0.55, 1.07], p<.001)"

Discussion

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