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Dataset Information

An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study.


ABSTRACT:

Background

The circumstances arising from the COVID-19 pandemic have accelerated the use of digital teaching and learning in health professions education. Digital gamification-based teaching and learning activities are innovative and versatile tools for the acquisition of professional competencies in higher education, which can be used on a range of topics and can be supplemental to other teaching methods.

Objectives

This study aimed to investigate nursing students' gameful experience whilst playing a digital escape room. In addition, we aimed to analyze the students' motivation, learning experience and outcome of the activity, and the students' perception of the degree of achievement of the intended learning outcomes.

Design

Cross-sectional descriptive study.

Part

SUBMITTER: Anton-Solanas I 

PROVIDER: S-EPMC9682324 | biostudies-literature | 2022 Nov

REPOSITORIES: biostudies-literature