ArticleHealthcare (Basel, Switzerland)2022
Effects of Situation-Based Flipped Learning and Gamification as Combined Methodologies in Psychiatric Nursing Education: A Quasi-Experimental Study.
Article in Healthcare (Basel, Switzerland), 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers, 1 of them a synthesis that pooled it.
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Who cites it
7 citing papers in PubMed, 1 synthesis or guideline pooled it, 29 citations in OpenAlex.
- Game-thinking; utilizing serious games and gamification in nursing education - a systematic review and meta-analysis.BMC medical education · 2025Pooled it
- Designing, implementing, and evaluating a gamification approach in childbirth training for midwifery students using computer and mobile application.BMC medical education · 2025Trial
- Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study.JMIR nursing · 2025Article
- Gamification for pubertal and menstrual health education in adolescent girls: Study protocol.Journal of education and health promotion · 2025Article
- Designing, implementing and evaluating childbirth training protocol for undergraduate midwifery students with a computer and mobile application based on gamification method: study protocol.BMC medical education · 2024Article
- Influence of Gamification and Cooperative Work in Peer, Mixed and Interdisciplinary Teams on Emotional Intelligence, Learning Strategies and Life Goals That Motivate University Students to Study.International journal of environmental research and public health · 2022Article
- Effect of gamified flipped classroom on improving nursing students' skills competency and learning motivation: a randomized controlled trial.BMC nursing · 2022Article
Corrections and comments
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Authors and funding
2 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
In psychiatric nursing courses, students learn about patients with mental illnesses or types of distress that may not be common in their daily lives. Consequently, some students experience difficulties interacting with patients. Therefore, new learning models that depart from the traditional one-way learning methods, engage students in clinical settings, and increase their motivation are needed. Situation-based flipped learning combined with gamification can improve nursing students' care for patients with mental health problems. A total of 102 nursing students from a university in G Metropolitan City, Korea were randomly and equally divided into experimental and control groups. The experimental group participated in an eight-week psychiatric nursing program that included situation-based flipped learning combined with gamification. The control group participated in the traditional team-based lectures. After the program, both groups' learning attitudes, problem-solving abilities, and empathetic responses were measured. The experimental group showed improved problem-solving (F = 4.012,
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