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<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/"><rdf:Description rdf:about="https://repozitorij.upr.si/IzpisGradiva.php?id=22312"><dc:title>Serious Digital Game-Based Learning in Nursing Education</dc:title><dc:creator>Tosun,	Betül	(Avtor)
	</dc:creator><dc:creator>Yava,	Ayla	(Avtor)
	</dc:creator><dc:subject>healthcare education</dc:subject><dc:subject>serious games</dc:subject><dc:subject>clinical competency</dc:subject><dc:subject>nursing</dc:subject><dc:subject>nursing education</dc:subject><dc:description>The evolution of technology in the era of digital transformation has significantly impacted the landscape of healthcare education, ushering in a paradigm shift in the way knowledge is imparted. This shift, accelerated by the imperative for online learning due to disruptions in traditional, in-person education caused by the COVID-19 pandemic, has compelled nursing educators to revamp existing curricula. Amidst these changes, digital educational applications, notably serious games, have gained prominence. Serious games are interactive computer applications designed with the aim of imparting specific learning objectives to players. Featuring challenging goals, engaging design, and scoring systems, serious games are believed to motivate students and aid in goal achievement. While the popularity of serious games in healthcare education is on the rise, their usage in nursing education has generally shown positive outcomes. This review aims to evaluate mobile-based serious games on the clinical competency development of undergraduate nursing students.</dc:description><dc:publisher>Založba Univerze na Primorskem</dc:publisher><dc:date>2025</dc:date><dc:date>2025-12-22 14:09:07</dc:date><dc:type>Delo ni kategorizirano</dc:type><dc:identifier>22312</dc:identifier><dc:language>sl</dc:language></rdf:Description></rdf:RDF>
