Gaming in Nursing Education: A Literature Review

Leeanne Pront, Amanda Muller, Adam Koschade, Alison Hutton

    Research output: Contribution to journalReview articlepeer-review

    10 Citations (Scopus)

    Abstract


    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.
    Original languageEnglish
    Pages (from-to)23-28
    Number of pages6
    JournalNursing Education Perspectives
    Volume39
    Issue number1
    DOIs
    Publication statusPublished - 1 Jan 2018

    Keywords

    • Decision-Making
    • Digital Game-Based Learning
    • Nursing Education
    • Serious Games
    • Videogames

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