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A gameful blended-learning experience in nursing: A qualitative focus group study

BACKGROUND: The COVID-19 pandemic has posed significant challenges around the world, affecting over 1.5 billion students in 191 countries. This situation has forced faculties and health-related degrees in particular to be innovative, flexible, and agile when transitioning to online or blended learni...

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Autores principales: Ropero-Padilla, Carmen, Rodriguez-Arrastia, Miguel, Martinez-Ortigosa, Adrian, Salas-Medina, Pablo, Folch Ayora, Ana, Roman, Pablo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier Ltd. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9756935/
https://www.ncbi.nlm.nih.gov/pubmed/34450457
http://dx.doi.org/10.1016/j.nedt.2021.105109
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author Ropero-Padilla, Carmen
Rodriguez-Arrastia, Miguel
Martinez-Ortigosa, Adrian
Salas-Medina, Pablo
Folch Ayora, Ana
Roman, Pablo
author_facet Ropero-Padilla, Carmen
Rodriguez-Arrastia, Miguel
Martinez-Ortigosa, Adrian
Salas-Medina, Pablo
Folch Ayora, Ana
Roman, Pablo
author_sort Ropero-Padilla, Carmen
collection PubMed
description BACKGROUND: The COVID-19 pandemic has posed significant challenges around the world, affecting over 1.5 billion students in 191 countries. This situation has forced faculties and health-related degrees in particular to be innovative, flexible, and agile when transitioning to online or blended learning. OBJECTIVE: The aim of this study was to explore nursing students' experiences and perceptions of the use of game elements in two full-nursing subjects using a blended-learning teaching strategy. DESIGN: A qualitative study was conducted through sixteen focus group interviews between November 2020 and January 2021. SETTING: This study took place at the Jaume I University with students enrolled in Adult and Elderly Health Programmes and Chronic Processes in their second and third year, respectively. PARTICIPANTS: One hundred forty-nine second- and third-year undergraduate nursing students took part in the focus group interviews. METHODS: A blended-learning teaching approach with game elements was developed for two full-undergraduate nursing subjects. Focus groups using a semi-structured interview protocol were conducted after delivering the teaching content. A content analysis was used to analyse the focus group interview data. RESULTS: The qualitative analysis revealed four major themes: (i) teaching transition in the COVID-19 pandemic scenario, (ii) game elements to retain student attention and learning, (iii) gameful designs for competency-based team training, and (iv) blended learning vs face-to-face learning including gamification. CONCLUSIONS: This study yields, for the first time, findings about the use of game elements in blended learning. This strategy was shown to be useful for teaching other key clinical or teamwork-related skills such as creativity, innovation, team-based communication, and responsibility, in addition to supporting the use of this innovative teaching strategy to reduce online fatigue and stress and increase student engagement in online classes.
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spelling pubmed-97569352022-12-16 A gameful blended-learning experience in nursing: A qualitative focus group study Ropero-Padilla, Carmen Rodriguez-Arrastia, Miguel Martinez-Ortigosa, Adrian Salas-Medina, Pablo Folch Ayora, Ana Roman, Pablo Nurse Educ Today Research Article BACKGROUND: The COVID-19 pandemic has posed significant challenges around the world, affecting over 1.5 billion students in 191 countries. This situation has forced faculties and health-related degrees in particular to be innovative, flexible, and agile when transitioning to online or blended learning. OBJECTIVE: The aim of this study was to explore nursing students' experiences and perceptions of the use of game elements in two full-nursing subjects using a blended-learning teaching strategy. DESIGN: A qualitative study was conducted through sixteen focus group interviews between November 2020 and January 2021. SETTING: This study took place at the Jaume I University with students enrolled in Adult and Elderly Health Programmes and Chronic Processes in their second and third year, respectively. PARTICIPANTS: One hundred forty-nine second- and third-year undergraduate nursing students took part in the focus group interviews. METHODS: A blended-learning teaching approach with game elements was developed for two full-undergraduate nursing subjects. Focus groups using a semi-structured interview protocol were conducted after delivering the teaching content. A content analysis was used to analyse the focus group interview data. RESULTS: The qualitative analysis revealed four major themes: (i) teaching transition in the COVID-19 pandemic scenario, (ii) game elements to retain student attention and learning, (iii) gameful designs for competency-based team training, and (iv) blended learning vs face-to-face learning including gamification. CONCLUSIONS: This study yields, for the first time, findings about the use of game elements in blended learning. This strategy was shown to be useful for teaching other key clinical or teamwork-related skills such as creativity, innovation, team-based communication, and responsibility, in addition to supporting the use of this innovative teaching strategy to reduce online fatigue and stress and increase student engagement in online classes. Elsevier Ltd. 2021-11 2021-08-18 /pmc/articles/PMC9756935/ /pubmed/34450457 http://dx.doi.org/10.1016/j.nedt.2021.105109 Text en © 2021 Elsevier Ltd. All rights reserved. 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
Ropero-Padilla, Carmen
Rodriguez-Arrastia, Miguel
Martinez-Ortigosa, Adrian
Salas-Medina, Pablo
Folch Ayora, Ana
Roman, Pablo
A gameful blended-learning experience in nursing: A qualitative focus group study
title A gameful blended-learning experience in nursing: A qualitative focus group study
title_full A gameful blended-learning experience in nursing: A qualitative focus group study
title_fullStr A gameful blended-learning experience in nursing: A qualitative focus group study
title_full_unstemmed A gameful blended-learning experience in nursing: A qualitative focus group study
title_short A gameful blended-learning experience in nursing: A qualitative focus group study
title_sort gameful blended-learning experience in nursing: a qualitative focus group study
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9756935/
https://www.ncbi.nlm.nih.gov/pubmed/34450457
http://dx.doi.org/10.1016/j.nedt.2021.105109
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