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Gamification in nursing
Author(s) -
Nino Fijačko,
Lucija Gosak,
Nika Debeljak,
Pavel Skok,
Gregor Štiglic,
Leona Cilar
Publication year - 2020
Publication title -
obzornik zdravstvene nege
Language(s) - English
Resource type - Journals
eISSN - 2350-4595
pISSN - 1318-2951
DOI - 10.14528/snr.2020.54.2.2991
Subject(s) - inefficiency , quality (philosophy) , set (abstract data type) , psychology , medical education , nurse education , publication , nursing , computer science , medicine , political science , philosophy , epistemology , microeconomics , law , economics , programming language
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 engines to compile, analyse, and synthesise studies related to gamification in correlation with the educational process in the field of nursing. To assess the level of methodological quality of research, we used the Mixed Methods Appraisal Tool (MMAT).Results: The final analysis included nine studies related to gamification in nursing course units. Most often, game elements in the form of badges and feedback were included. Most research studies reported a positive impact of gamification on nursing students in the form of increased motivation and engagement, with only one survey reporting a negative impact in the form of inappropriateness and inefficiency. The evaluation of the included studies according to the MMAT tool showed a medium level of methodological quality. Discussion and conclusion: Gamification is a relatively new concept in nursing education and represents the potential for a more advanced way of conveying information. In the future, research should be carried out to clarify the concept of gamification and examine the possibilities of its implementation in the educational environment in Slovenia.

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