参考文献
|
-
李佳蓉、蘇蕙琪、陳寶如、潘玟玲、蕭棋蓮、胡慧蘭、任秀如(2019).遊戲式創新教學於臨床新進護理人員高警訊藥物訓練之學習成效.新臺北護理期刊,21(2),1–11。[Li, C.-J., Su, H.-C., Chen, P.-J., Pan, W.-L., Hsiao, C.-L., Hu, S. H., & Jen, H.-J. (2019). The learning effectiveness of innovative game-based learning on high alert medications use among new nurses. New Taipei Journal of Nursing, 21(2), 1–11.] https://doi.org/10.6540/NTJN.201909_21(2).0001
連結:
-
Chen, K.-S., Monrouxe, L., Lu, Y.-H., Jenq, C.-C., Chang, Y.-J., Chang, Y.-C., & Chai, P. Y.-C. (2018). Academic outcomes of flipped classroom learning: A meta-analysis. Medical Education, 52(9), 910–924. https://doi.org/10.1111/medu.13616
連結:
-
Choi, J., Thompson, C. E., Choi, J., Waddill, C. B., & Choi, S. (2022). Effectiveness of immersive virtual reality in nursing education: Systematic review. Nurse Educator, 47(3), E57–E61. https://doi.org/10.1097/NNE.0000000000001117
連結:
-
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
連結:
-
Davis, K., Lo, H.-Y., Lichliter, R., Wallin, K., Elegores, G., Jacobson, S., & Doughty, C. (2022). Twelve tips for creating an escape room activity for medical education. Medical Teacher, 44(4), 366–371. https://doi.org/10.1080/0142159X.2021.1909715
連結:
-
Elsherbiny, M. M. K., & H. Al Maamari, R. H. (2021). Game-based learning through mobile phone apps: Effectively enhancing learning for social work students. Social Work Education, 40(3), 315–332. https://doi.org/10.1080/02615479.2020.1737665
連結:
-
Emerson, A., Cloude, E. B., Azevedo, R., & Lester, J. (2020). Multimodal learning analytics for game-based learning. British Journal of Educational Technology, 51(5), 1505–1526. https://doi.org/10.1111/bjet.12992
連結:
-
Erdoğan, Ç., & Turan, T. (2023). Evaluation of the effectiveness of digital game-based learning given to nursing students for the developmental care of infants in neonatal intensive care unit. CIN: Computers, Informatics, Nursing, 41(5), 300–308. https://doi.org/10.1097/CIN.0000000000000920
連結:
-
Gallegos, C., Tesar, A. J., Connor, K., & Martz, K. (2017). The use of a game-based learning platform to engage nursing students: A descriptive, qualitative study. Nurse Education in Practice, 27, 101–106. https://doi.org/10.1016/j.nepr.2017.08.019
連結:
-
Gómez-Urquiza, J. L., Hueso-Montoro, C., Correa-Rodríguez, M., Suleiman-Martos, N., Martos-Cabrera, M. B., Gómez-Salgado, J., & Albendín-García, L. (2022). Nursing students’ experience using an escape room for training clinical skills and competencies on emergency care: A qualitative observational study. Medicine, 101(30), Article e30004. https://doi.org/10.1097/MD.0000000000030004
連結:
-
Hong, C., & Wang, L. (2023). Virtual reality technology in nursing professional skills training: Bibliometric analysis. JMIR Serious Games, 11(1), Article e44766. https://doi.org/10.2196/44766
連結:
-
Hu, H., Lai, X., Li, H., & Nyland, J. (2022). Teaching disaster evacuation management education to nursing students using virtual reality mobile game-based learning. CIN: Computers, Informatics, Nursing, 40(10), 705–710. https://doi.org/10.1097/CIN.0000000000000856
連結:
-
Hwang, G.-J., Wu, Y.-J., & Chang, C.-Y. (2021). A mobile-assisted peer assessment approach for evidence-based nursing education. CIN: Computers, Informatics, Nursing, 39(12), 935–942. https://doi.org/10.1097/CIN.0000000000000753
連結:
-
Ismail, M. A.-A., Ahmad, A., Mohammad, J. A.-M., Fakri, N. M. R. M., Nor, M. Z. M., & Pa, M. N. M. (2019). Using Kahoot! As a formative assessment tool in medical education: A phenomenological study. BMC Medical Education, 19(1), Article 230. https://doi.org/10.1186/s12909-019-1658-z
連結:
-
Jacobs, R. S. (2020). Serious games: Play for change. In R. Kowert & T. Quandt (Eds.), The video game debate 2 (pp. 19–40). Routledge. https://doi.org/10.4324/9780429351815-3
連結:
-
Kim, Y. J., & Pavlov, O. (2019). Game-based structural debriefing: How can teachers design game-based curricula for systems thinking? Information and Learning Sciences, 120(9/10), 567–588. https://doi.org/10.1108/ILS-05-2019-0039
連結:
-
Kloeckner, A. P., Scherer, J. O., & Ribeiro, J. L. D. (2021). A game to teach and apply design thinking for innovation. International Journal of Innovation, 9(3), 557–587. https://doi.org/10.5585/iji.v9i3.20286
連結:
-
Liaw, S. Y., Chan, S. W.-C., Chen, F.-G., Hooi, S. C., & Siau, C. (2014). Comparison of virtual patient simulation with mannequin-based simulation for improving clinical performances in assessing and managing clinical deterioration: Randomized controlled trial. Journal of Medical Internet Research, 16(9), Article e214. https://doi.org/10.2196/jmir.3322
連結:
-
Maheu-Cadotte, M. A., Dubé, V., & Lavoie, P. (2023). Development and contribution of a serious game to improve nursing students’ clinical reasoning in acute heart failure: A multimethod study. CIN: Computers, Informatics, Nursing, 41(6), 410–420. https://doi.org/10.1097/CIN.0000000000000966
連結:
-
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), Article 2247. https://doi.org/10.3390/su13042247
連結:
-
McEnroe-Petitte, D., & Farris, C. (2020). Using gaming as an active teaching strategy in nursing education. Teaching and Learning in Nursing, 15(1), 61–65. https://doi.org/10.1016/j.teln.2019.09.002
連結:
-
Moon, J., & Ke, F. (2020). In-game actions to promote game-based math learning engagement. Journal of Educational Computing Research, 58(4), 863–885. https://doi.org/10.1177/0735633119878611
連結:
-
Moorhouse, B. L., & Kohnke, L. (2024). Creating the conditions for vocabulary learning with wordwall. RELC Journal, 55(1), 234–239. https://doi.org/10.1177/00336882221092796
連結:
-
Paim, C. P. P., & Goldmeier, S. (2017). Development of an educational game to set up surgical instruments on the mayo stand or back table: Applied research in production technology. JMIR Serious Games, 5(1), Article e1. https://doi.org/10.2196/games.6048
連結:
-
Snow, E. L., Allen, L. K., Jackson, G. T., & McNamara, D. S. (2015). Spendency: Students’ propensity to use system currency. International Journal of Artificial Intelligence in Education, 25(3), 407–427. https://doi.org/10.1007/s40593-015-0044-1
連結:
-
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), Article 22. https://doi.org/10.1186/s41239-017-0062-1
連結:
-
Xu, J.-H. (2016). Toolbox of teaching strategies in nurse education. Chinese Nursing Research, 3(2), 54–57. https://doi.org/10.1016/j.cnre.2016.06.002
連結:
-
Yang, C.-L., Chang, C.-Y., & Jen, H.-J. (2023). Facilitating undergraduate students’ problem-solving and critical thinking competence via online escape room learning. Nurse Education in Practice, 73, Article 103828. https://doi.org/10.1016/j.nepr.2023.103828
連結:
-
Day-Black, C., Merrill, E. B., Konzelman, L., Williams, T. T., & Hart, N. (2015). Gamification: An innovative teaching-learning strategy for the digital nursing students in a community health nursing course. ABNF Journal, 26(4), 90–94.
-
Henderson, D. (2005). Games: Making learning fun. In M. H. Oermann & K. T. Heinrich (Eds.), Annual review of nursing education (3rd ed., pp. 165–183). Springer.
|