Pablo Roman1,2,3, Miguel Rodriguez-Arrastia4, Guadalupe Molina-Torres5, Verónica V Márquez-Hernández1,2, Lorena Gutiérrez-Puertas1, Carmen Ropero-Padilla4. 1. Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, University of Almeria, Almeria, Spain. 2. Research Group CTS-451 Health Sciences, University of Almeria, Almeria, Spain. 3. Health Research Centre, Faculty of Health Sciences, University of Almeria, Almeria, Spain. 4. Pre-Department of Nursing, Faculty of Health Sciences, Jaume I University, Castellon de la Plana, Spain. 5. Department of Physiotherapy, Faculty of Health Sciences, University of Granada, Melilla, Spain.
Abstract
Purpose: Gamification or learning using game elements is a process that seeks to capture students' interest. One of the most popular games in recent years is the Escape Room, but the study of its use in education and with health professionals is still limited. The aim of this study was to find out the perceptions and experiences of final year nursing students in an Objective Structured Clinical Examination (OSCE) by means of an Escape Room. Methods: In January 2019, 9 focus groups (FG) were held, with a total of 95 final year nursing students. We applied a qualitative content analysis approach and ATLAS.ti version 8 was used for data analysis. Results: The data revealed 3 main themes and 8 sub-themes. The three main themes, which were mapped to the conceptual framework, were student learning outcomes, emotional impact on students and conclusions on the serious games experience. Both the main themes and the sub-themes were illustrated using representative quotes from the participants.Conclusions: These results can help to apply these methodologies, such as the Escape Room, alongside other pre-existing ones, complementing the way in which students are assessed and the development of important nursing skills, such as teamwork and communication.
Purpose: Gamification or learning using game elements is a process that seeks to capture students' interest. One of the most popular games in recent years is the Escape Room, but the study of its use in education and with health professionals is still limited. The aim of this study was to find out the perceptions and experiences of final year nursing students in an Objective Structured Clinical Examination (OSCE) by means of an Escape Room. Methods: In January 2019, 9 focus groups (FG) were held, with a total of 95 final year nursing students. We applied a qualitative content analysis approach and ATLAS.ti version 8 was used for data analysis. Results: The data revealed 3 main themes and 8 sub-themes. The three main themes, which were mapped to the conceptual framework, were student learning outcomes, emotional impact on students and conclusions on the serious games experience. Both the main themes and the sub-themes were illustrated using representative quotes from the participants.Conclusions: These results can help to apply these methodologies, such as the Escape Room, alongside other pre-existing ones, complementing the way in which students are assessed and the development of important nursing skills, such as teamwork and communication.
Authors: Guadalupe Molina-Torres; Irene Sandoval-Hernández; Carmen Ropero-Padilla; Miguel Rodriguez-Arrastia; Jesús Martínez-Cal; Manuel Gonzalez-Sanchez Journal: Int J Environ Res Public Health Date: 2021-12-03 Impact factor: 3.390
Authors: José Luis Gómez-Urquiza; César Hueso-Montoro; María Correa-Rodríguez; Nora Suleiman-Martos; María Begoña Martos-Cabrera; Juan Gómez-Salgado; Luis Albendín-García Journal: Medicine (Baltimore) Date: 2022-07-29 Impact factor: 1.817