TY - JOUR
T1 - Gaming in Nursing Education
T2 - A Literature Review
AU - Pront, Leeanne
AU - Muller, Amanda
AU - Koschade, Adam
AU - Hutton, Alison
PY - 2018/1/1
Y1 - 2018/1/1
N2 - AIM The aim of this research was to investigate videogame-based learning in nursing education and establish how videogames are currently employed and how they link to the development of decision-making, motivation, and other benefits. BACKGROUND Although digital game-based learning potentially offers a safe and convenient environment that can support nursing students developing essential skills, nurse educators are typically slow to adopt such resources. METHOD A comprehensive search of electronic databases was conducted, followed by a thematic analysis of the literature. RESULTS Evaluations of identified games found generally positive results regarding usability and effectiveness of videogames in nursing education. Analysis of advantages of videogames in nursing education identified potential benefits for decision-making, motivation, repeated exposure, logistical, and financial value. CONCLUSION Despite the paucity of games available and the methodological limitations identified, findings provide evidence to support the potential effectiveness of videogames as a learning resource in nursing education.
AB - AIM The aim of this research was to investigate videogame-based learning in nursing education and establish how videogames are currently employed and how they link to the development of decision-making, motivation, and other benefits. BACKGROUND Although digital game-based learning potentially offers a safe and convenient environment that can support nursing students developing essential skills, nurse educators are typically slow to adopt such resources. METHOD A comprehensive search of electronic databases was conducted, followed by a thematic analysis of the literature. RESULTS Evaluations of identified games found generally positive results regarding usability and effectiveness of videogames in nursing education. Analysis of advantages of videogames in nursing education identified potential benefits for decision-making, motivation, repeated exposure, logistical, and financial value. CONCLUSION Despite the paucity of games available and the methodological limitations identified, findings provide evidence to support the potential effectiveness of videogames as a learning resource in nursing education.
KW - Decision-Making
KW - Digital Game-Based Learning
KW - Nursing Education
KW - Serious Games
KW - Videogames
UR - http://www.scopus.com/inward/record.url?scp=85048358887&partnerID=8YFLogxK
U2 - 10.1097/01.NEP.0000000000000251
DO - 10.1097/01.NEP.0000000000000251
M3 - Review article
SN - 1536-5026
VL - 39
SP - 23
EP - 28
JO - Nursing Education Perspectives
JF - Nursing Education Perspectives
IS - 1
ER -