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 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.

Highlights

  • With new generations of students entering the educational system and calling for novel adultlearning approaches, such as gamification, traditional didactics seem to be diminishing in importance

  • We gamified the final results of the Mixed Methods Appraisal Tool (MMAT) and incorporated game elements in the form of star(s)

  • The results show that the positive impact of gamification in nursing students is expressed in the form of motivation, engagement, interest, learning and knowledge, while the negative impact of gamification manifests itself in the form of inefficiency and inappropriateness of game-based learning and lack of student commitment

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Summary

Introduction

With new generations of students entering the educational system and calling for novel adultlearning 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. The development of technology has brought about the development of new technologically supported approaches in education In this context, gamification presents a novel and appealing approach. Gamification or game-based learning is a topical and relatively new concept which refers to the use of game elements in various real-world activities (Deterding, et al, 2011; Kim, 2015; Sardi, et al, 2017). Gamification is a powerful tool, as it attracts an individual's attention and significantly affects one's behaviour and engagement in activities

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