2020
DOI: 10.14528/snr.2020.54.2.2991
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Gamification in nursing

Abstract: Introduction: With new generations of students entering the educational system and calling for novel adult learning approaches, such as gamification, traditional didactics seem to be diminishing in importance. The aim of this paper is to introduce gamification as a novel concept in adult learning and to present its impact on nursing education.Methods: Through a combination of 2dSearch, Publish or Perish and PubMed2XL applications and the set criteria, we used the Google Scholar and Medline / PubMed search engi… Show more

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Cited by 15 publications
(16 citation statements)
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“…Through games, it encourages students to a specific thinking process to actively involve them in problem-solving activities. 13 Gamification emerges as an effective teaching approach as it makes the activities perceived as boring and difficult for the learner fun, provides motivation, and makes the learning process more attractive and active. Kahoot!, a Web 2.0 instrument, is one of the applications that can gamify a content or an activity.…”
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confidence: 99%
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“…Through games, it encourages students to a specific thinking process to actively involve them in problem-solving activities. 13 Gamification emerges as an effective teaching approach as it makes the activities perceived as boring and difficult for the learner fun, provides motivation, and makes the learning process more attractive and active. Kahoot!, a Web 2.0 instrument, is one of the applications that can gamify a content or an activity.…”
mentioning
confidence: 99%
“…Kahoot!, a Web 2.0 instrument, is one of the applications that can gamify a content or an activity. 10,13 Nursing students are known to be motivated mostly by internal goals and least by exam anxiety. 14 Previous studies have reported that giving the students the chance to choose their own paths, providing trial-and-error opportunities, providing alternative ways of measuring and evaluating the course, and a rewarding and competitive environment positively affect learning.…”
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confidence: 99%
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“…Also, even though the general health survey was anonymous, it collected very intimate details such as sexual health practices, which students may have been unwilling to share. Future health presentations should include more robust and interactive pedagogical strategies (e.g., escape room) 13 to help students retain knowledge of health‐education topics. Future studies should consider evaluation of vaccination barriers students must navigate to assure they are up to date, (e.g., convenience, affordability, time management) since many are employed and go to school simultaneously.…”
Section: Discussionmentioning
confidence: 99%