Gamification: Development, challenges, and implications for undergraduate nursing education

Elsevier

Available online 5 May 2023

Teaching and Learning in NursingAuthor links open overlay panel, , , AbstractBackground

The traditional baccalaureate nursing program has integrated active learning strategies with varied success into the curriculum. Gamification has been shown to improve clinical judgment skills in nursing students.

Method

The course faculty collaborated with instructional designers to develop a gamified renal module to reinforce content and promote clinical judgment for nursing students. The course faculty provided the content and gaming elements for the module, while the instructional designers developed the virtual world and storyline.

Result

The gamified module will be implemented and evaluated using the Gameful Experience Scale (GAMEX) tool. The faculty will utilize the feedback provided by the students to revise the current module and possibly develop additional gamified modules.

Conclusion

The gamified module will provide students with an additional interactive method of learning. This method can help to identify best practices and improve knowledge retention and clinical judgment.

Section snippetsDevelopment Process

The Adult Health II course has eight modules (hepatic, neurological, cardiac, peripheral vascular, renal, respiratory, oncology, and immune). A review of previous semesters' test scores and evaluations showed that students struggled with understanding the content covered in the renal module. The course faculty decided to gamify the renal module and introduce the content in a creative and innovative format, thus increasing student engagement and understanding. Next, the faculty developed the

Challenges and Considerations

Several challenges and considerations arose during gamification planning and development. Obstacles included identifying individuals with the appropriate skillsets, as well as managing costs and time.

Next Steps

Before going live, the gamified module will be tested by a volunteer sample of students who have completed the medical-surgical and pharmacology classes. The other course faculty for the medical-surgical and pharmacology classes will receive an orientation to the gamification project and will have an opportunity to pilot it. The students will receive an orientation to the gamification project at the beginning of the semester to assist with integration and navigation. A validated tool called the

Implications to Nursing Education

This project can potentially identify best practices to engage and increase the nursing knowledge of nursing students. Current evidence suggests that gamification is an innovative teaching strategy to enhance student engagement, develop critical thinking, and ensure knowledge retention (Reed, 2020; Woolwine et al., 2019; Roche et al., 2018). According to Elzeky et al. (2022) gamified courses improved motivation, skills knowledge, and self-confidence. Thus, gamification is a learning strategy

Conclusion

Gamification seeks to engage students directly with learning content to gain new, purposeful knowledge and increase information retention. The iLead project will further enable the gamification project to be sustainable for future cohorts as students will have access to iPads and other technological methods. The results of the project and gamification development strategies will be disseminated in a phased approach to the rest of the school of nursing and other schools within the academic

Declaration of Competing Interest

The authors declare that they have no conflict of interest to declare.

Presentation Information

The Process of Developing a Gamified Nursing Module. Poster presentation. 2022 Nursing Showcase of Excellence. Alpha Delta Chapter of Sigma Theta Tau.

Acknowledgments

We thank LeAnne Garcia, MLS for supporting us with the editing and publication process.

References (14)A. Min et al.Effectiveness of serious games in nurse education: A systematic review

Nurse Education Today

(2022)

R. Eppmann et al.Gameful experience in gamification: Construction and validation of a Gameful Experience Scale [GAMEX]

Journal of Interactive Marketing

(2018)

S. Brull et al.Importance of gamification in increasing learning

Journal of Continuing Education in Nursing

(2016)

T.C. Castro et al.The use of gamification to teach in the nursing field

Brazilian Journal of Nursing

(2018)

L. Chaby et al.Embodied virtual patients as a simulation-based framework for training clinician-patient comunication skills: An overview of their use in psychiatric and geriatric care

(2022)

M.E.H. Elzeky et al.Effect of gamified flipped classroom on improving nursing students’ skills competency and learning motivation: A randomized controlled trial

BMC Nursing

(2022)

A. García-Viola et al.The influence of gamification on decision making in nursing students

The Journal of Nursing Education

(2019)

There are more references available in the full text version of this article.

View full text

© 2023 Organization for Associate Degree Nursing. Published by Elsevier Inc. All rights reserved.

留言 (0)

沒有登入
gif