ArticleBMC medical education2024
Comparison of gamification and role-playing education on nursing students' cardiopulmonary resuscitation self-efficacy.
Article in BMC medical education, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers.
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Who cites it
19 citing papers in PubMed.
- Effectiveness of a digital game based study guide on head trauma assessment on knowledge and practical skills of nursing students: a quasi-experimental study.BMC medical education · 2025Trial
- Comparison of the effects of role-playing, small group discussion, and traditional teaching methods on nursing students' self-efficacy.BMC medical education · 2025Trial
- Trial
- Comparison of education using the flipped class, gamification and gamification in the flipped learning environment on the performance of nursing students in a client health assessment: a randomized clinical trial.BMC medical education · 2024Trial
- Effect of animation-based edutainment compared with pamphlet-based education on hand hygiene and HAI prevention among surgical patients: a quasi-experimental study.Infection prevention in practice · 2026Article
- Comparing Visual Self-Assessment and Virtual Reality Training for Improving Basic Life Support Competency in Nursing Students: An Educational Study.Health science reports · 2026Article
- Effectiveness of flipped classroom on learning and satisfaction of nursing students in physiology laboratory education: a quasi-experimental study.BMC nursing · 2026Article
- From street to lifesaving: a pre-post study of a blended serious game-based CPR training program for food delivery riders.BMC public health · 2026Article
- Application effect of Miller's pyramid teaching method based on HeartCode BLS in basic life support training for nursing students.Frontiers in medicine · 2026Article
- The Effectiveness of Peer Education, Mentorship and Role-Playing Approaches in Developing Clinical Skills Among Iranian Nursing Students: A Systematic Review.Health science reports · 2026Article
- Teaching surgical instruments with a touch of play: A comparative study of Kahoot and Crossword puzzles as fun formative assessments for operating room nursing students.Journal of education and health promotion · 2026Article
- Comparative impact of edutainment education via web application and mobile application on anemia prevention.Scientific reports · 2025Article
- Leg-foot chest compressions: a scoping review.Resuscitation plus · 2025Review
- Article
- A watch-summarize-question gamified learning approach for oral health: learning achievement, motivation, and flossing skills.BMC oral health · 2025Article
- The efficacy of virtual reality flipped learning with collaborative role-playing in nursing education.BMC nursing · 2025Article
- Senior midwives' perspectives on the transition experience of newly graduated undergraduate midwives in China: a qualitative study.BMC medical education · 2025Article
- A five-finger mnemonic for teaching schoolchildren the theoretical components of adult basic life support: a modified reactive Delphi-guided development and memorability pilot test with schoolchildren.BMC medical education · 2024Article
- The effect of spaced E-Learning on knowledge of basic life support and satisfaction of nursing students: a quasi-experimental study.BMC medical education · 2024Article
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundCardiopulmonary resuscitation (CPR) is one of the most fundamental skills a nursing student should be trained in. Gamification in education involves using game elements to increase motivation, engagement, and personalization of the learning process. The gamification method creates competition among students using various methods, comparing to the role-playing method which is a teaching method that allows individuals to actively engage in simulated scenarios. Therefore, this research aimed to compare the effect of CPR education using gamification and role-playing on the self-efficacy of nursing students.
methodsThis research was a quasi-experimental intervention type with three groups. A total of 154 nursing students participated in this study and were divided into intervention with role-playing (n = 53), gamification (n = 60) and conventional (lecture) (n = 41) groups. In the conventional method, CPR skills were taught to students using practical exercises. In the role-playing method, after training with moulages, a scenario was presented, and students were assigned roles. In the gamification method, after training with moulages, a scenario was presented, and after that, Kahoot software was used to create a sense of competition and excitement in the game. Self-efficacy scores were measured before and after interventions. Self-efficacy in CPR, knowledge, and skills of nursing students in CPR were assessed in each of the three groups using The Basic Resuscitation Skills Self- Efficacy Scale.
resultsIn the present study, 154 nursing students, including 92 females and 62 males, participated. There was a statistically significant difference in the mean self-efficacy scores before and after training in both the gamification and role-playing groups (P < 0.05). There was a statistically significant difference in the mean self-efficacy scores among the three groups (gamification, role-playing, and lecture) (P < 0.05).
conclusionBased on results it can be concluded that the teaching method used in CPR training affects the self-efficacy of CPR. Active methods, have a greater impact on CPR self-efficacy.
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