| BMC Medical Education | |
| Asynchronous e-learning with technology-enabled and enhanced training for continuing education of nurses: a scoping review | |
| Research | |
| Rika Kimura1  Edward Barroga2  Mayumi Matsunaga3  Naoko Hayashi4  | |
| [1] Department of Adult Health Nursing, Graduate School of Nursing Science, St. Luke’s International University, 10-1 Akashi-Cho, Chuo-Ku, 104-0044, Tokyo, Japan;Department of Medical Education, Showa University School of Medicine, Tokyo, Japan;Department of Nursing, Faculty of Human Sciences, Sophia University, Tokyo, Japan;Graduate School of Nursing Science, St. Luke’s International University, Tokyo, Japan; | |
| 关键词: Asynchronous e-learning; Technology-enabled and enhanced training; Continuing education; Clinical nurses; | |
| DOI : 10.1186/s12909-023-04477-w | |
| received in 2023-04-04, accepted in 2023-06-26, 发布年份 2023 | |
| 来源: Springer | |
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【 摘 要 】
BackgroundAsynchronous e-learning has become the mainstream choice since the transformation of learning formats by the coronavirus disease-19 pandemic. This scoping review aimed to examine the technologies used in asynchronous e-learning for the continuing education of clinical nurses and their modes of delivery and effectiveness.MethodsThis scoping review covered the period between 2011 and 2023. Six databases were searched for relevant studies following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis extension for Scoping Reviews (PRISMA-ScR) protocol.ResultsSixty articles met the inclusion criteria. There was a noticeable trend toward using diverse technology-enabled and enhanced training (TEET) options after 2017. The enabling technological approaches, such as interactive online modules (25 articles) and video modules (25 articles), are described in the articles. The most commonly used enhancing technologies were scenario-based learning (nine articles), resource access (eight articles), computer simulation or virtual reality (three articles), and gamification (three articles). Among the outcomes, knowledge acquisition was the most commonly examined outcome (41 articles).ConclusionsNotably, many interactive TEET modules were used in asynchronous e-learning. There were few studies on gamification, computer simulation or virtual reality, and scenario-based learning (techniques to enhance intrinsic motivation further). However, the adoption of asynchronous e-learning with advanced TEET options is anticipated to increase in the future. Therefore, objective outcome measures are required to determine the effects of such learning methods on knowledge acquisition and behavioral changes.
【 授权许可】
CC BY
© The Author(s) 2023
【 预 览 】
| Files | Size | Format | View |
|---|---|---|---|
| RO202309148395683ZK.pdf | 1803KB | ||
| 41116_2023_38_Article_IEq142.gif | 1KB | Image | |
| 41116_2023_38_Article_IEq187.gif | 1KB | Image | |
| Fig. 1 | 99KB | Image |
【 图 表 】
Fig. 1
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