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An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study

BACKGROUND: The circumstances arising from the COVID-19 pandemic have accelerated the use of digital teaching and learning in health professions education. Digital gamification-based teaching and learning activities are innovative and versatile tools for the acquisition of professional competencies...

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Autores principales: Antón-Solanas, Isabel, Rodríguez-Roca, Beatriz, Urcola-Pardo, Fernando, Anguas-Gracia, Ana, Satústegui-Dordá, Pedro J., Echániz-Serrano, Emmanuel, Subirón-Valera, Ana B.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: The Author(s). Published by Elsevier Ltd. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9682324/
https://www.ncbi.nlm.nih.gov/pubmed/36057150
http://dx.doi.org/10.1016/j.nedt.2022.105527
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author Antón-Solanas, Isabel
Rodríguez-Roca, Beatriz
Urcola-Pardo, Fernando
Anguas-Gracia, Ana
Satústegui-Dordá, Pedro J.
Echániz-Serrano, Emmanuel
Subirón-Valera, Ana B.
author_facet Antón-Solanas, Isabel
Rodríguez-Roca, Beatriz
Urcola-Pardo, Fernando
Anguas-Gracia, Ana
Satústegui-Dordá, Pedro J.
Echániz-Serrano, Emmanuel
Subirón-Valera, Ana B.
author_sort Antón-Solanas, Isabel
collection PubMed
description BACKGROUND: The circumstances arising from the COVID-19 pandemic have accelerated the use of digital teaching and learning in health professions education. Digital gamification-based teaching and learning activities are innovative and versatile tools for the acquisition of professional competencies in higher education, which can be used on a range of topics and can be supplemental to other teaching methods. OBJECTIVES: This study aimed to investigate nursing students' gameful experience whilst playing a digital escape room. In addition, we aimed to analyze the students' motivation, learning experience and outcome of the activity, and the students' perception of the degree of achievement of the intended learning outcomes. DESIGN: Cross-sectional descriptive study. PARTICIPANTS: A total of 136 undergraduate first year student nurses enrolled in a “Fundamentals of Nursing” course. METHOD: The digital escape room game took place online during the academic year 2020–2021. The measures included the GAMEX scale in its Spanish version and a self-reported questionnaire to evaluate the outcome of the scape room game and the degree of achievement of the intended learning outcomes. RESULTS: More than 80 % of the participants were moderately to very motivated to play the game. Three GAMEX dimensions achieved a mean score of 3 or above 3, namely Enjoyment, Creative Thinking and Absence of Negative effects. The mean score for each of the outcome variables was over 3. However, the degree of achievement of the learning outcomes after exiting the digital escape room was uneven. CONCLUSION: Gamification-based teaching and learning activities, such as digital escape rooms, can be effective in fostering specific skills, including teamwork, communication and critical thinking. However, they should be designed carefully, and used as a complement, rather than a substitute, of other educational activities.
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spelling pubmed-96823242022-11-28 An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study Antón-Solanas, Isabel Rodríguez-Roca, Beatriz Urcola-Pardo, Fernando Anguas-Gracia, Ana Satústegui-Dordá, Pedro J. Echániz-Serrano, Emmanuel Subirón-Valera, Ana B. Nurse Educ Today Research Article BACKGROUND: The circumstances arising from the COVID-19 pandemic have accelerated the use of digital teaching and learning in health professions education. Digital gamification-based teaching and learning activities are innovative and versatile tools for the acquisition of professional competencies in higher education, which can be used on a range of topics and can be supplemental to other teaching methods. OBJECTIVES: This study aimed to investigate nursing students' gameful experience whilst playing a digital escape room. In addition, we aimed to analyze the students' motivation, learning experience and outcome of the activity, and the students' perception of the degree of achievement of the intended learning outcomes. DESIGN: Cross-sectional descriptive study. PARTICIPANTS: A total of 136 undergraduate first year student nurses enrolled in a “Fundamentals of Nursing” course. METHOD: The digital escape room game took place online during the academic year 2020–2021. The measures included the GAMEX scale in its Spanish version and a self-reported questionnaire to evaluate the outcome of the scape room game and the degree of achievement of the intended learning outcomes. RESULTS: More than 80 % of the participants were moderately to very motivated to play the game. Three GAMEX dimensions achieved a mean score of 3 or above 3, namely Enjoyment, Creative Thinking and Absence of Negative effects. The mean score for each of the outcome variables was over 3. However, the degree of achievement of the learning outcomes after exiting the digital escape room was uneven. CONCLUSION: Gamification-based teaching and learning activities, such as digital escape rooms, can be effective in fostering specific skills, including teamwork, communication and critical thinking. However, they should be designed carefully, and used as a complement, rather than a substitute, of other educational activities. The Author(s). Published by Elsevier Ltd. 2022-11 2022-08-28 /pmc/articles/PMC9682324/ /pubmed/36057150 http://dx.doi.org/10.1016/j.nedt.2022.105527 Text en © 2022 The Author(s) Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active.
spellingShingle Research Article
Antón-Solanas, Isabel
Rodríguez-Roca, Beatriz
Urcola-Pardo, Fernando
Anguas-Gracia, Ana
Satústegui-Dordá, Pedro J.
Echániz-Serrano, Emmanuel
Subirón-Valera, Ana B.
An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study
title An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study
title_full An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study
title_fullStr An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study
title_full_unstemmed An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study
title_short An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study
title_sort evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a first year module: a cross-sectional study
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9682324/
https://www.ncbi.nlm.nih.gov/pubmed/36057150
http://dx.doi.org/10.1016/j.nedt.2022.105527
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