Claims

Gamified clinical skill learning moderately improves student attitudes toward learning, based on a small evidence base

Claim · All claims
Evidence · 1 study · quant-synthesis r2 · q4 · i1 small
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

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