2019
DOI: 10.1097/nnd.0000000000000570
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Game On

Abstract: The purpose of this descriptive correlational study was to determine if implementing gamification teaching methodologies in nondigital format into nursing orientation has a positive effect on orientees’ motivation and knowledge retention. The study included a convenience sample of 152 registered nurses who attended the nursing orientation class at a Midwestern acute care facility. This study found that gamification had a positive effect on the orientees’ motivation and knowledge retention.

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Cited by 32 publications
(16 citation statements)
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“…This activity occurred through a gaming software where nurse managers logged in to the software through their cell phone and selected the team they wanted to join. Gaming is a great teaching method that can engage, motivate, and stimulate learning (Garrison et al, 2021) even in a nondigital setting (Woolwine et al, 2019) and is an increasingly popular instructional strategy (Sarker et al, 2021). Questions were over content covered previously in the educational offering.…”
Section: Methodsmentioning
confidence: 99%
“…This activity occurred through a gaming software where nurse managers logged in to the software through their cell phone and selected the team they wanted to join. Gaming is a great teaching method that can engage, motivate, and stimulate learning (Garrison et al, 2021) even in a nondigital setting (Woolwine et al, 2019) and is an increasingly popular instructional strategy (Sarker et al, 2021). Questions were over content covered previously in the educational offering.…”
Section: Methodsmentioning
confidence: 99%
“…A Google Scholar search of ‘gamification in education’ generated more than 30 million entries. A growing body of research has documented that gamified learning has the potential to promote motivation and engagement (Chan et al., 2019 ; Facey-Shaw et al., 2017 ), enhance knowledge retention (Harrington & Mellors, 2021 ; Woolwine et al, 2019 ), encourage positive attitudes towards learning (Frącz, 2015 ; Varannai et al, 2017 ), and increase resilience to failure (McGonigal, 2011 ; Nussbaum, 2013 ). Of crucial importance is the clear connection between these positive impacts of gamification and enhanced student learning.…”
Section: Research Purposementioning
confidence: 99%
“…Following the literature [68,69] on the gamification approach being an effective alternative to the conventional approach in training, as a second methodological approach, the study evaluated the possibility of using a gamified application to increase community disaster education. For that, a gamified application called 'STOP Disasters' was used.…”
Section: Gamification In Practicementioning
confidence: 99%