Literature DB >> 33991900

An evaluation of undergraduate student nurses' gameful experience while playing an escape room game as part of a community health nursing course.

Ana Anguas-Gracia1, Ana B Subirón-Valera2, Isabel Antón-Solanas3, Beatriz Rodríguez-Roca4, Pedro J Satústegui-Dordá5, Fernando Urcola-Pardo6.   

Abstract

BACKGROUND: The integration of innovative strategies to teaching and learning in higher education, such as escape room games, can enhance the acquisition of key professional competencies including communication, teamwork and critical thinking.
OBJECTIVES: This study aimed to evaluate undergraduate student nurses' gameful experience while playing an escape room game as part of a nursing course.
DESIGN: Cross-sectional descriptive study. PARTICIPANTS: A total of 126 third year student nurses enrolled in the "Community Health Nursing II" course.
METHOD: The escape room game took place in a classroom at the Faculty of Health Ciences. The measures included the GAMEX scale in its Spanish version and a self-reported questionnaire to evaluate the student's outcome of scape room game immediately after the end of the activity.
RESULTS: The vast majority (99.21%) considered the escape room game to be an appropriate and an innovative teaching and learning strategy. The mean score for each of the GAMEX dimensions was over 3, with the exception of Absence of negative effects. Our results suggest that the students enjoyed playing the game (mean = 4.40; SD = 0.71), that escape room games should be integrated in nursing courses (mean = 4.54; SD = 0.74) and that playing the game increased their motivation for learning (mean = 3.06; SD = 1.09). Gender differences were observed in the GAMEX Dominance dimension (p < 0.005).
CONCLUSION: Gamification in general, and escape rooms in particular, have proven to be a valid tool for the acquisition of professional competencies in higher education.
Copyright © 2021 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Learning; Nursing education; Students; Teaching

Year:  2021        PMID: 33991900     DOI: 10.1016/j.nedt.2021.104948

Source DB:  PubMed          Journal:  Nurse Educ Today        ISSN: 0260-6917            Impact factor:   3.442


  4 in total

1.  Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study.

Authors:  Ana Manzano-León; José Manuel Aguilar-Parra; Javier Rodríguez-Moreno; Ana María Ortiz-Colón
Journal:  Int J Environ Res Public Health       Date:  2022-06-29       Impact factor: 4.614

2.  Escape Room vs. Traditional Assessment in Physiotherapy Students' Anxiety, Stress and Gaming Experience: A Comparative Study.

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

3.  Usefulness of Digital Game-Based Learning in Nursing and Occupational Therapy Degrees: A Comparative Study at the University of Burgos.

Authors:  María Consuelo Sáiz-Manzanares; Caroline Françoise Martin; Laura Alonso-Martínez; Leandro S Almeida
Journal:  Int J Environ Res Public Health       Date:  2021-11-09       Impact factor: 3.390

4.  The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown.

Authors:  Jon-Chao Hong; Hsiao-Chi Juan; Wei-Chen Hung
Journal:  Comput Human Behav       Date:  2022-02-28
  4 in total

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