
Serious games improved nursing students' CPR knowledge across five studies, but the evidence was small and varied
AI-summarized from the linked source. Educational brief, not medical advice.
Brief summary
A systematic review and meta-analysis of five studies involving 379 nursing students found that serious games had positive effects on CPR knowledge, but the games, platforms, and methods varied enough that the authors called for more robust trials.
What NurseJet pulled from the source
Serious games are designed around learning goals rather than entertainment alone and are increasingly used in nursing education, but their effect on CPR knowledge had not been synthesized. Following PRISMA guidance, this review searched six databases through January 20, 2025 and included five studies from four countries with 379 nursing students. Three studies were randomized controlled trials and two were quasi-experimental. The meta-analysis found that serious games had positive effects on students' CPR knowledge. At the same time, the included studies used different game formats, platforms, and gamification elements, producing heterogeneity, and the authors identified methodological limitations across the evidence base. The review was prospectively registered in PROSPERO and concludes that serious games are promising for CPR knowledge while stronger studies are still needed before treating one game format as established training practice.
Why this matters for nurses
CPR knowledge is foundational for nursing students, but repeated learning needs to remain engaging without weakening hands-on competence checks. This review matters for educators because it suggests that serious games can strengthen the knowledge component of CPR training while also showing that the evidence base is still small and inconsistent.
Bedside takeaway
Worth knowing that serious games improved CPR knowledge across five studies of 379 nursing students, but varied interventions and methods mean they should supplement, not replace, hands-on resuscitation training.
Explain this for my unit
Key takeaways
- The review included five studies from four countries and a combined 379 nursing students.
- Three included studies were randomized controlled trials and two used quasi-experimental designs.
- The pooled evidence indicated that serious games had positive effects on CPR knowledge.
- Variation in games, platforms, gamification elements, and study methods limits certainty and supports the need for more robust trials.
Practice implications
- For nurse educators and preceptors, serious games may be useful as a supplement for CPR knowledge review, especially before simulation or skills validation. The review does not support replacing hands-on practice, objective skill assessment, or the current resuscitation curriculum with game-based learning alone.
Limitations & cautions
- Only five studies and 379 students were included, with substantial variation in the interventions, platforms, gamification features, and methods. The abstract does not provide the pooled effect estimate, durability of learning, psychomotor performance, transfer to real resuscitation, or patient outcomes, so the conclusion should remain limited to CPR knowledge.
- AI-summarized from the linked source. Review the original article before applying to practice.
Citations
Exact source links
Public citations are filtered to exact credible source pages. Homepage-only or invalid links stay in admin review and are not shown here.
European Journal of Cardiovascular Nursing (PubMed)
European Journal of Cardiovascular Nursing (PubMed). The effect of serious games on cardiopulmonary resuscitation training in nursing students: A systematic review and meta-analysis.
https://pubmed.ncbi.nlm.nih.gov/42424523/
Professional education only


