Evidence map›Paper›PMID 42269036›Full record

ArticleJMIR serious games2026

The Impact of Gamified Teaching on Undergraduate Nursing Students' Disaster Nursing Competence, Self-Efficacy, and Self-Directed Learning Ability: Quasi-Experimental Study.

Shiyi Bai, HuiJuan Zeng, Qianmei Zhong, Cheng Yang, Shenglu Liu, Lulu Cao, Mei He

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Shiyi BaiMianyang Central Hospital, School of Medicine, University of Electronic Science and Technology of China, No 12 Changjiaxiang, Fucheng District, Mianyang City, 621000, China, 86 13778440262.ORCID http://orcid.org/0009-0002-5388-9037
HuiJuan ZengMianyang Central Hospital, School of Medicine, University of Electronic Science and Technology of China, No 12 Changjiaxiang, Fucheng District, Mianyang City, 621000, China, 86 13778440262.ORCID http://orcid.org/0009-0000-9312-6152
Qianmei ZhongMianyang Central Hospital, School of Medicine, University of Electronic Science and Technology of China, No 12 Changjiaxiang, Fucheng District, Mianyang City, 621000, China, 86 13778440262.ORCID http://orcid.org/0000-0002-1518-3212
Cheng YangSichuan Institute of Industrial Technology, Deyang, China.ORCID http://orcid.org/0009-0002-9005-870X
Shenglu LiuSichuan Institute of Industrial Technology, Deyang, China.ORCID http://orcid.org/0009-0006-9195-9111
Lulu CaoMianyang Central Hospital, School of Medicine, University of Electronic Science and Technology of China, No 12 Changjiaxiang, Fucheng District, Mianyang City, 621000, China, 86 13778440262.ORCID http://orcid.org/0000-0002-2513-094X
Mei HeMianyang Central Hospital, School of Medicine, University of Electronic Science and Technology of China, No 12 Changjiaxiang, Fucheng District, Mianyang City, 621000, China, 86 13778440262.ORCID http://orcid.org/0000-0002-8915-3729

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Gamified teaching is considered an effective strategy for enhancing learning motivation. However, there is insufficient research on systematically designing theory-based gamified approaches for disaster nursing, particularly in resource-limited conventional classroom settings. Objective: This study aimed to compare the impact of gamified teaching versus conventional teaching on disaster nursing competence, self-efficacy, and self-directed learning ability among undergraduate nursing students. Methods: A quasi-experimental, nonequivalent control group pretest-posttest design was used. Participants were third-year nursing students who had completed foundational and medical-surgical nursing courses with no prior gamified learning (GL) experience. They were nonrandomly allocated to experimental (GL group, n=66) and conventional learning (CL group, n=66) groups based on scheduling feasibility. The GL group received 180 minutes (4 class hours) of gamification, incorporating points, group competitions, and collaboration. The CL group received traditional instruction. Outcomes were measured at 3 time points (preintervention, immediate posttest, and 1-week follow-up) using the Disaster Nursing Competence Scale, General Self-Efficacy Scale, and Self-Directed Learning Ability Scale of Nursing Undergraduates. Data were analyzed using linear mixed models with group, time, group × time interaction, and baseline differences (disaster experience) as covariates. Results: The GL group scored significantly higher than the CL group on the total posttest score for disaster nursing competence (mean difference [MD]=0.205, 95% CI 0.032-0.378; P=.02), although the difference was not statistically significant at follow-up. The knowledge dimension (MD=0.274; P=.01) and practical skills dimension (MD=0.201; P=.03) showed the same pattern of immediate improvement, whereas the physical and mental qualities dimension demonstrated a delayed effect at follow-up (MD=0.537; P=.003). The total score for self-directed learning ability was higher in the gamified teaching group than in the control group at follow-up (MD=0.116, 95% CI 0.012-0.220; P=.03), with significant improvements in collaborative learning ability (group × time interaction effect F2,390=5.17, P=.01; follow-up between-group difference=0.243, P=.001) and information competence (follow-up between-group difference=0.140; P=.04), but no significant change in self-management ability. There were no significant differences between the 2 groups in general self-efficacy at any time point (interaction effect P=.33). Conclusions: Unlike most studies focusing on digital gaming platforms, this study shows that a low-technology, highly interactive classroom gamification approach is feasible under conventional teaching conditions. The uniqueness of this gamified teaching lies in its ability to simultaneously improve multidimensional competencies (knowledge, skills, psychological qualities, self-directed learning, and learning collaboration ability) and reveal a delayed effect on physical and mental qualities-a pattern rarely reported before. This suggests potential utility in resource-limited nursing education and provides a practical, resource-sensitive solution for disaster nursing training. However, the absence of significant effects on general self-efficacy indicates that gamified teaching may not influence all psychological constructs equally. Furthermore, the 1-week follow-up may be insufficient to capture longer-term changes in psychological outcomes, and caution is warranted when generalizing these findings to other educational contexts without adaptation.

Indexed as

disaster nursinggamified teachingnursing educationquasi-experimental studyundergraduate nursing students

Identifiers

PMID42269036
PMCPMC13252707

What Socratic holds

Textmetadata
LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.