TY - JOUR
T1 - The use of a game-based learning platform to engage nursing students
T2 - A descriptive, qualitative study
AU - Gallegos, Cara
AU - Tesar, Abigail J.
AU - Connor, Kelley
AU - Martz, Kim
N1 - Publisher Copyright:
© 2017
PY - 2017/11
Y1 - 2017/11
N2 - Baccalaureate nursing programs require students to complete a research course, and faculty find it challenging to engage students. Educational gaming has recently gained attention as a technique to motivate students and enhance learning. The purpose of this pilot study was to describe undergraduate nursing students' reflections of their experiences with 3D Gamelab©, a game-based learning platform. A descriptive qualitative research design was used to elicit students' reflections of their experiences. Educational content such as handouts, videos, activities, and recommended resources for a required junior level nursing research course was organized into quests for use in 3D GameLab©. At the end of the semester, students were invited to give their feedback through a survey with open-ended questions. Thematic analysis resulted in the following components of the game-based learning experience: navigation, motivation, gaming concept, knowledge, technology, and target population. Although the overall response to 3D GameLab© in this course was negative, game-based learning does have the potential to engage students and enhance learning. To better understand how educational gaming could be used in nursing, further research should be conducted to determine the most motivating elements and the types of course content best delivered in this manner.
AB - Baccalaureate nursing programs require students to complete a research course, and faculty find it challenging to engage students. Educational gaming has recently gained attention as a technique to motivate students and enhance learning. The purpose of this pilot study was to describe undergraduate nursing students' reflections of their experiences with 3D Gamelab©, a game-based learning platform. A descriptive qualitative research design was used to elicit students' reflections of their experiences. Educational content such as handouts, videos, activities, and recommended resources for a required junior level nursing research course was organized into quests for use in 3D GameLab©. At the end of the semester, students were invited to give their feedback through a survey with open-ended questions. Thematic analysis resulted in the following components of the game-based learning experience: navigation, motivation, gaming concept, knowledge, technology, and target population. Although the overall response to 3D GameLab© in this course was negative, game-based learning does have the potential to engage students and enhance learning. To better understand how educational gaming could be used in nursing, further research should be conducted to determine the most motivating elements and the types of course content best delivered in this manner.
KW - Educational gaming
KW - Game-based learning
KW - Nursing
KW - Qualitative
KW - Undergraduate students
UR - http://www.scopus.com/inward/record.url?scp=85028729714&partnerID=8YFLogxK
U2 - 10.1016/j.nepr.2017.08.019
DO - 10.1016/j.nepr.2017.08.019
M3 - Article
C2 - 28881322
AN - SCOPUS:85028729714
SN - 1471-5953
VL - 27
SP - 101
EP - 106
JO - Nurse Education in Practice
JF - Nurse Education in Practice
ER -