Gamified simulation-based learning shows a large knowledge effect but with substantial heterogeneity¶
Claim · All claims
Evidence · 1 study · quant-synthesisr3·q4·i3large
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 Gamified simulation-based learning showed a large knowledge effect (SMD=0.79, 95% CI [0.28, 1.30]) with substantial heterogeneity (I2=85%). → 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
Subgroup analysis of five RCTs (n=224) of gamified simulation-based learning in the knowledge meta-analysis. The review reports a large pooled effect, SMD = 0.79, quoting "a large effect (SMD=0.79, 95% CI [0.28, 1.30])" with substantial heterogeneity (I2=85%).
"These interventions (five studies, n=224) exhibited a large effect (SMD=0.79, 95% CI [0.28, 1.30]) with substantial heterogeneity (I 2=85%). The considerable variability suggests significant differences in intervention design quality or implementation approaches"
Discussion¶
Related Claims¶
- Gamified flipped classroom/animation knowledge effects are inconclusive due to few studies and extreme heterogeneity — related
- Gamified clinical skill learning produces a large positive effect on knowledge acquisition in undergraduate nursing students — a broader claim this one bears on
- Gamified clinical skill learning moderately improves student attitudes toward learning, based on a small evidence base — related
- Gamified clinical skill learning produces the largest effects on skill performance, with very high between-study heterogeneity — related
- Gamified web and mobile learning show moderate knowledge effects with greater variability than serious games — related
- Standalone serious games show large, relatively consistent effects on knowledge acquisition compared with other gamification categories — related
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generated |
by process:wiki-ingest on 2026-10-31 |
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