Gaming in Nursing Education: A Literature Review

Leeanne Pront, Amanda Müller, Adam Koschade, Alison Hutton

Research output: Contribution to journalArticlepeer-review

46 Citations (Scopus)

Abstract

AIM The aim of this research was to investigate videogame-based learning in nursing education and establish how videogames are currently employed and how they link to the development of decision-making, motivation, and other benefits. BACKGROUND Although digital game-based learning potentially offers a safe and convenient environment that can support nursing students developing essential skills, nurse educators are typically slow to adopt such resources. METHOD A comprehensive search of electronic databases was conducted, followed by a thematic analysis of the literature. RESULTS Evaluations of identified games found generally positive results regarding usability and effectiveness of videogames in nursing education. Analysis of advantages of videogames in nursing education identified potential benefits for decision-making, motivation, repeated exposure, logistical, and financial value. CONCLUSION Despite the paucity of games available and the methodological limitations identified, findings provide evidence to support the potential effectiveness of videogames as a learning resource in nursing education.
Original languageEnglish
Pages (from-to)23-28
Number of pages6
JournalNursing Education Perspectives
Volume39
Issue number1
DOIs
Publication statusPublished - 1 Jan 2018
Externally publishedYes

Bibliographical note

Publisher Copyright:
© 2018 National League for Nursing.

Keywords

  • Decision-Making
  • Digital Game-Based Learning
  • Nursing Education
  • Serious Games
  • Videogames

Fingerprint

Dive into the research topics of 'Gaming in Nursing Education: A Literature Review'. Together they form a unique fingerprint.

Cite this