4.6 Article

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

Journal

NURSE EDUCATION TODAY
Volume 103, Issue -, Pages -

Publisher

CHURCHILL LIVINGSTONE
DOI: 10.1016/j.nedt.2021.104948

Keywords

Nursing education; Teaching; Learning; Students

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The majority of students found the escape room game to be an appropriate and innovative teaching strategy, enjoying the game and feeling it increased their motivation for learning. Gamification, particularly escape rooms, has proven to be an effective tool in higher education for the acquisition of professional competencies.
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.

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