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Effectiveness of gamification in nursing degree education

dc.contributor.authorSanz-Martos, Sebastián
dc.contributor.authorÁlvarez-García, Cristina
dc.contributor.authorÁlvarez-Nieto, Carmen
dc.contributor.authorLópez-Medina, Isabel María
dc.contributor.authorLópez-Franco, María Dolores
dc.contributor.authorFernández-Martínez, María
dc.contributor.authorOrtega-Donaire, Lucía
dc.date.accessioned2024-07-22T08:02:04Z
dc.date.available2024-07-22T08:02:04Z
dc.date.issued2024
dc.description.abstractBackground Previous research in nursing has found favorable results from the use of teaching methodologies alternative to lectures. One of the complementary methodologies used for university teaching is gamification, or the inclusion of game elements, creating a dynamic learning environment that allows the acquisition of knowledge and the development of other skills necessary for nursing students. The purpose of this study was to evaluate the effect of a gamification session on student satisfaction and knowledge scores in nursing students in simulated laboratory practice. Methods A pre-post quasi-experimental study was conducted with 122 students from the nursing degree program who participated in the research. The evaluation consisted of four sessions of three hours each. In two sessions, participants were trained through a vertical methodology, by means of theoretical training provided by teaching staff, and two hours of clinical simulation, where the students were able to practice the techniques on professional simulators. At the other two sessions, participants received an explanation of the theoretical aspects of the session, one hour of clinical simulation, and one hour of gamification, in which they had to pass tests based on the performance of practical activities on the subject of the session. At the end of the gamification session, all the participants received a certificate as winners of the “nursing game”. Results There was an improvement in the satisfaction and the knowledge level in the gamification sessions. Both were statistically significant (P < 0.001). There was an improvement in the items related to the development of critical thinking and the mobilizing concepts from theory to practice in the gamification sessions. Conclusion The intervention was effective in improving the satisfaction of the sessions received and in knowledge development.es_ES
dc.identifier.citationSanz-Martos S, Álvarez-García C, Álvarez-Nieto C, López-Medina IM, López-Franco MD, Fernandez-Martinez ME, Ortega-Donaire L. 2024. Effectiveness of gamification in nursing degree education. PeerJ 12:e17167 https://doi.org/10.7717/peerj.17167es_ES
dc.identifier.issn2167-8359es_ES
dc.identifier.other10.7717/peerj.17167es_ES
dc.identifier.urihttps://hdl.handle.net/10953/3089
dc.language.isoenges_ES
dc.publisherPeerJes_ES
dc.relation.ispartofPeerJes_ES
dc.rightsAtribución-NoComercial-SinDerivadas 3.0 España*
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/*
dc.subjectGamificationes_ES
dc.subjectNursing students
dc.subjectKnowledge
dc.subjectLearning
dc.subjectSatisfaction
dc.titleEffectiveness of gamification in nursing degree educationes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES

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