Evidence map›Paper›PMID 38638160›Full record

ArticlePeerJ2024

Effectiveness of gamification in nursing degree education.

Sebastián Sanz-Martos, Cristina Álvarez-García, Carmen Álvarez-Nieto, Isabel M López-Medina, María Dolores López-Franco, Maria E Fernandez-Martinez, Lucía Ortega-Donaire

Abstract read
In one paragraph

Article in PeerJ, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed, 1 pooled it
–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

9 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Trial
  3. Article
  4. Article
  5. Article
  6. Gamification in Stomatherapy: Virtual Game for Pressure Injury Care.International journal of telemedicine and applications · 2026
    Article
  7. Article
  8. Article
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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.

Sebastián Sanz-MartosDepartment of Nursing, University of Jaen, Jaen, Spain.ORCID 0000-0002-6910-1489
Cristina Álvarez-GarcíaDepartment of Nursing, University of Jaen, Jaen, Spain.ORCID 0000-0003-1381-7207
Carmen Álvarez-NietoDepartment of Nursing, University of Jaen, Jaen, Spain.ORCID 0000-0002-0913-7893
Isabel M López-MedinaDepartment of Nursing, University of Jaen, Jaen, Spain.ORCID 0000-0002-3437-9229
María Dolores López-FrancoDepartment of Nursing, University of Jaen, Jaen, Spain.
Maria E Fernandez-Martinez061 Health Emergency Centre, Andalusian Health Service, Jaen, Spain.
Lucía Ortega-DonaireDepartment of Nursing, University of Jaen, Jaen, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Previous research in nursing has found favorable results from the use of teaching methodologies alternative to lectures. One of the complementary methodologies used for university teaching is gamification, or the inclusion of game elements, creating a dynamic learning environment that allows the acquisition of knowledge and the development of other skills necessary for nursing students. The purpose of this study was to evaluate the effect of a gamification session on student satisfaction and knowledge scores in nursing students in simulated laboratory practice. Methods: A pre-post quasi-experimental study was conducted with 122 students from the nursing degree program who participated in the research. The evaluation consisted of four sessions of three hours each. In two sessions, participants were trained through a vertical methodology, by means of theoretical training provided by teaching staff, and two hours of clinical simulation, where the students were able to practice the techniques on professional simulators. At the other two sessions, participants received an explanation of the theoretical aspects of the session, one hour of clinical simulation, and one hour of gamification, in which they had to pass tests based on the performance of practical activities on the subject of the session. At the end of the gamification session, all the participants received a certificate as winners of the "nursing game". Results: There was an improvement in the satisfaction and the knowledge level in the gamification sessions. Both were statistically significant ( Conclusion: The intervention was effective in improving the satisfaction of the sessions received and in knowledge development.

Indexed as

Education, NursingStudents, NursingGamificationHumansLearningPersonal SatisfactionGamificationKnowledgeLearningNursing studentsSatisfaction

Identifiers

PMID38638160
PMCPMC11025539

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

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 OpenQuestion graph.