Protocole d’une revue de la portée sur l’utilisation des jeux sérieux numériques dans l’enseignement aux patients et à leurs proches dans le contexte des soins aigus
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Résumé
Introduction : En soins aigus, l’éducation du patient et de ses proches est essentielle pour la prise en charge de la santé et la promotion de l’autonomie. Or, la brièveté des séjours hospitaliers limite les occasions d’enseignement. Pour y remédier, des approches innovantes, comme la ludification par les jeux sérieux numériques, ont été développées. Néanmoins, la littérature sur leur utilisation en soins aigus demeure hétérogène, variant selon le contexte, le moment d’utilisation, le type de jeu et les clientèles, rendant difficile une synthèse globale. Une recherche préliminaire dans Joanna Briggs Institute Evidence Synthesis, Cochrane, MEDLINE et d’autres sources a confirmé qu’aucune revue similaire n’existe.
Objectif : Cartographier l’état des connaissances sur l’utilisation des jeux sérieux numériques et catégoriser leurs types pour l’éducation des patients et de leurs proches en soins aigus.
Méthode : Cette revue de la portée suivra la méthodologie de l’Institut Joanna Briggs. La recherche documentaire sera effectuée dans 11 bases de données et Google Scholar pour inclure la littérature grise. Les critères de sélection ont été définis selon le modèle Population, Concept et Contexte. La sélection et l’extraction des données seront réalisées par 2 chercheurs. Les résultats seront synthétisés et présentés de manière descriptive afin de caractériser la portée, la nature et les principales caractéristiques des données probantes existantes sur les jeux sérieux numériques destinés à l’éducation des patients et des proches en soins aigus.
Discussion et retombées anticipées : Les résultats permettront de clarifier les concepts associés aux jeux sérieux, d’identifier les lacunes et de fournir une base pour orienter le développement, l’implantation et l’évaluation de ces outils éducatifs innovants. La revue offrira également aux cliniciens un aperçu des outils éducatifs actuels, des populations ciblées et des caractéristiques de conception des jeux sérieux numériques, soutenant une intégration réfléchie et éclairée à la pratique.
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