Résumés
Abstract
Background: Integrating evidence-based practice (EBP) into nursing education is a complex challenge, as traditional teaching methods often lack experiential learning opportunities. Serious games have emerged as promising tools to enhance engagement, critical thinking, and skill acquisition in health care student education. EviGame, a serious game designed to introduce nursing students to EBP, fosters decision-making, autonomy, and structured feedback within an interactive learning environment. Understanding how students engage with such games and the factors that influence their experiences is essential for exploring their learning dynamics.
Purpose: This exploratory cross-sectional study aims to a) investigate nursing students’ learning experiences with EviGame using the Game Experience Questionnaire – Core Module (GEQ–CM) (IJsselsteijn et al., 2013) and b) explore the relationships between overall GEQ–CM scores and individual factors such as age, gender, prior gaming experience, fatigue, and stress levels.
Methods: The study was conducted in October 2022 with second-year undergraduate nursing students at a Swiss university. Participants played EviGame and subsequently completed the GEQ–CM, assessing seven dimensions of game experience: competence, immersion, flow, positive affect, negative affect, tension/annoyance, and challenge. Additional demographic and psychometric data were collected. Data analysis included descriptive statistics, Spearman’s rank correlation, and Mann–Whitney U tests.
Results: Among the 146 students enrolled in the course, 43 participated in the study, with 37 completing the questionnaire. Students reported high levels of competence (M = 3.28) and positive affect (M = 3.18), suggesting confidence and enjoyment in the game. The low challenge score (M = 2.39) indicates that the game lacked sufficient difficulty for some learners. Significant positive correlations were observed between the overall GEQ–CM score and both age (rs = 0.4881; p = 0.0022) and stress level (rs = 0.6316; p < 0.001). Women demonstrated higher overall engagement than men (z = 2.961; p = 0.0031). Prior gaming experience did not yield significant effects on results.
Conclusion: The study indicates that EviGame is generally well received by nursing students, particularly regarding competence and positive affect. However, the low challenge score underscores the need for adaptive scenarios and dynamic difficulty adjustments to sustain engagement and cognitive involvement. The study also highlights the influence of age and stress on students’ experiences, with women reporting higher engagement levels. These insights provide valuable guidance for refining serious games in nursing education. Further research should assess the long-term effects on clinical reasoning and the integration of serious games in nursing curricula.
Keywords:
- evidence-based nursing,
- simulations,
- immersive learning,
- serious games,
- decision-making skills
Résumé
Contexte : L’intégration de la pratique fondée sur des données probantes en formation infirmière est un défi de taille, car les méthodes d’enseignement traditionnelles manquent souvent d’occasions d’apprentissage expérientiel. Les jeux sérieux se sont avérés des outils prometteurs pour favoriser l’engagement, la pensée critique et l’acquisition d’habiletés dans la formation des professionnels de la santé. EviGame, un jeu sérieux conçu pour introduire la pratique fondée sur des données probantes aux étudiantes et étudiants en sciences infirmières, encourage la prise de décisions, l’autonomie et la rétroaction structurée au sein d’environnements d’apprentissage interactifs. Comprendre comment les étudiantes et étudiants s’impliquent dans de tels jeux et les facteurs qui influencent leurs expériences est essentiel pour explorer leur dynamique d’apprentissage.
Objectif : Cette étude transversale exploratoire vise à : a) examiner les expériences d’apprentissage des étudiantes et étudiants en sciences infirmières avec EviGame à l’aide du Game Experience Questionnaire – Core Module (GEQ–CM) (IJsselsteijn et al., 2013) et b) explorer les relations entre les résultats globaux du GEQ–CM et des facteurs individuels tels que l’âge, le genre, l’expérience de jeu antérieure, la fatigue et le niveau de stress.
Méthode : L’étude a été menée en octobre 2022 auprès d’étudiantes et étudiants en sciences infirmières en deuxième année du premier cycle dans une université suisse. Les participantes et participants ont joué à EviGame et ont ensuite répondu au GEQ–CM, évaluant sept dimensions de l’expérience de jeu : compétence, immersion, fluidité, affect positif, affect négatif, tension/agacement et défi. Des données démographiques et psychométriques supplémentaires ont été recueillies. L’analyse des données comprenait des statistiques descriptives, le coefficient de corrélation de Spearman et les tests U de Mann–Whitney.
Résultats : Parmi les 146 étudiantes et étudiants inscrits au cours, 43 ont participé à l’étude, dont 37 ont répondu au questionnaire. Les étudiantes et étudiants ont rapporté des niveaux élevés de compétence (M = 3,28) et d’affect positif (M = 3,18), suggérant une confiance et un plaisir dans le jeu. Le faible score de défi (M = 2,39) indique que le jeu manquait de difficulté pour un certain nombre d’apprenantes et apprenants. Des corrélations positives significatives ont été observées entre le résultat global du GEQ–CM et l’âge (rs = 0,4881; p = 0,0022) et le niveau de stress (rs = 0,6316; p < 0,001). Les femmes ont démontré un engagement global plus élevé que les hommes (z = 2,961; p = 0,0031). L’expérience de jeu antérieure n’a pas eu d’effet significatif sur les résultats.
Conclusion : L’étude indique qu’EviGame est généralement bien accueilli par les étudiantes et étudiants en sciences infirmières, notamment en matière de compétence et d’affect positif. Cependant, le faible résultat de défi souligne la nécessité de scénarios adaptatifs et d’ajustements dynamiques de la difficulté pour maintenir l’engagement et l’implication cognitive. L’étude souligne également l’influence de l’âge et du stress sur l’expérience des étudiantes et étudiants, les femmes signalant des niveaux d’engagement plus élevés. Ces renseignements fournissent des indications précieuses afin d’affiner les jeux sérieux pour le domaine de la formation en sciences infirmières. Des recherches supplémentaires devraient évaluer les effets à long terme sur le raisonnement clinique et l’intégration des jeux sérieux dans les programmes d’études en sciences infirmières.
Parties annexes
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