Evidence map›Paper›PMID 42574683›Full record

ArticleNursing open2026

An Exploratory Evaluation of Game Experience in a Gamified Online Telehealth Learning Module.

Wen Tu, Martin Chow, Sue Chase-Cantarini, Jia-Wen Guo

Abstract read
In one paragraph

Article in Nursing open, 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

4 authors.

Wen TuCollege of Nursing, University of Utah, Salt Lake City, Utah, USA.ORCID https://orcid.org/0000-0003-4962-4722
Martin ChowUniversity of Utah Hospital, Salt Lake City, Utah, USA.ORCID https://orcid.org/0000-0002-0419-1639
Sue Chase-CantariniCollege of Nursing, University of Utah, Salt Lake City, Utah, USA.ORCID https://orcid.org/0000-0001-6188-3861
Jia-Wen GuoCollege of Nursing, University of Utah, Salt Lake City, Utah, USA.ORCID https://orcid.org/0000-0002-4698-4696

Funding

University of Utah Academy of Health Science Educators Small Grants Program
6 · The paper itself

Abstract

AIM/

objectiveTo evaluate health science students' learning experience and perceptions of GENIE (Gamified Asynchronous LEarNing of IPE Telehealth) and gather feedback to refine the module's design and improve learners' engagement.

backgroundOnline telehealth education helps health science students build professional knowledge while offering flexibility in meeting clinical hour requirements. To make this learning more engaging, we developed GENIE, a gamified module based on Keller's ARCS motivational framework. While gamification can enhance learning, how students actually interact with GENIE's features remains unclear.

designAn exploratory mixed-methods, cross-sectional study was conducted among health science students at the University of Utah Health campus using convenience sampling. Participants were voluntarily recruited through the Interprofessional Education (IPE) program between October and December 2022.

methodsWe conducted an exploratory mixed-methods, cross-sectional study with 30 health science students. Quantitative data were collected using the Game Experience Questionnaire (GEQ), Post-Game Experience Questionnaire (PGQ) and the Situational Motivation Scale (SIMS). Qualitative data were obtained through open-ended questions administered via REDCap.

resultsParticipants were primarily female nursing students (53%, n = 16). The quantitative and qualitative findings were consistent, indicating that students perceived GENIE as moderately effective in its use of gamification. GEQ results indicated low to moderate engagement, while SIMS scores reflected moderately positive motivation. PGQ findings suggest that the GENIE module was manageable and elicited neutral emotional engagement. Open-ended feedback emphasized a desire for more challenging game elements and richer interactive storytelling features.

conclusionsThis exploratory evaluation suggests that gamified online telehealth learning may support health science students' engagement and motivation in online telehealth courses. Participants identified more challenging elements, narrative-driven interactions and interactive features as key opportunities to enhance the GENIE module. These preliminary findings can inform the future development and evaluation of gamified approaches in health science education. IMPLICATIONS TO NURSING PRACTICE: The findings support incorporating gamification into nursing and health science education to enhance student motivation, engagement and teamwork. Gamified telehealth learning experiences may better prepare students for telehealth communication and interprofessional collaboration in future virtual care practice.

Indexed as

Education, DistanceStudents, NursingTelemedicineVideo GamesAdultCross-Sectional StudiesDigital HealthFemaleHumansMaleMotivationSurveys and QuestionnairesUtahYoung Adultgamificationinterprofessional educationonline learningtelehealthuser experience

Identifiers

PMID42574683
PMCPMC13456641

What OpenQuestion holds

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LicenceCC BY-NC
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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 OpenQuestion graph.