ArticleNurse education today2022
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.
Article in Nurse education today, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- Effectiveness of escape room-based learning for patient safety education in nursing students.BMC medical education · 2026Article
- Effectiveness of escape room in Chinese nursing education: a systematic review and meta-analysis.BMC nursing · 2026Article
- Underground nursing students' experiences in a face-to-face, hybrid, and online escape room model: a comparative analysis in Serbian context.Medical education online · 2025Article
- Socially Responsible Behaviors of Nursing Students in Private Universities in Santiago, Chile: A Study on the Alignment with Sustainable Development Goals.Nursing reports (Pavia, Italy) · 2025Article
- Effectiveness of "Escape Room" Educational Technology in Nurses' Education: A Systematic Review.Nursing reports (Pavia, Italy) · 2024Review
- Nursing students' perception: Escape Room use in teaching leadership skills.Revista brasileira de enfermagem · 2024Article
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Authors and funding
7 authors.
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Abstract
backgroundThe 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.
objectivesThis 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.
designCross-sectional descriptive study.
participantsA total of 136 undergraduate first year student nurses enrolled in a "Fundamentals of Nursing" course.
methodThe digital escape room game took place online during the academic year 2020-2021. The measures included the GAMEX scale in its Spanish version and a self-reported questionnaire to evaluate the outcome of the scape room game and the degree of achievement of the intended learning outcomes.
resultsMore than 80 % of the participants were moderately to very motivated to play the game. Three GAMEX dimensions achieved a mean score of 3 or above 3, namely Enjoyment, Creative Thinking and Absence of Negative effects. The mean score for each of the outcome variables was over 3. However, the degree of achievement of the learning outcomes after exiting the digital escape room was uneven.
conclusionGamification-based teaching and learning activities, such as digital escape rooms, can be effective in fostering specific skills, including teamwork, communication and critical thinking. However, they should be designed carefully, and used as a complement, rather than a substitute, of other educational activities.
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