Gamified clinical skill learning moderately improves student attitudes toward learning, based on a small evidence base¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·q4·i1small
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 i1 Meta-analysis of 4 RCTs (n=434) shows a moderate positive effect of gamified learning on attitude enhancement (SMD=0.54, 95% CI [0.07, 1.00]). → 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 · i1 · quant-synthesis · r2
Random-effects meta-analysis of four randomized controlled trials pooling 434 students assessed attitude change. The review reports a moderate pooled effect, SMD = 0.54, quoting "a moderate pooled effect size of 0.54 (95% CI [0.07, 1.00], p=.02)"; the evidence base is small.
"A meta-analysis of four studies comprising 434 students was used to assess attitude changes following gamified clinical skill learning interventions. The results, showing a moderate pooled effect size of 0.54 (95% CI [0.07, 1.00], p=.02) with substantial heterogeneity"
Discussion¶
Related Claims¶
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- Gamified web and mobile learning show moderate knowledge effects with greater variability than serious games — related
- Gamified clinical skill learning produces the largest effects on skill performance, with very high between-study heterogeneity — related
- Gamified simulation-based learning shows a large knowledge effect but with substantial heterogeneity — related
- Standalone serious games show large, relatively consistent effects on knowledge acquisition compared with other gamification categories — related
- Gamified flipped classroom/animation knowledge effects are inconclusive due to few studies and extreme heterogeneity — related
- STEM educational practices have a moderate positive effect on students' attitude toward the course (REM ES = 0.620) — related
- Gamified mobile microlearning improved written exam scores but not global clinical performance assessments in psychiatry clerkship students — related
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