398
Views
3
CrossRef citations to date
0
Altmetric
Comments, Critique, and Inspiration Column

Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students’ Qualitative Views

, PhD, , PhD & , PhD

References

  • Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009
  • Ambrosio Mawhirter, D., & Ford Garofalo, P. (2016). Expect the unexpected: Simulation games as a teaching strategy. Clinical Simulation in Nursing, 12(4), 132–136. https://doi.org/10.1016/j.ecns.2015.12.009
  • Azmi, S., Iahad, N. A., & Ahmad, N. (2015). Gamification in online collaborative learning for programming courses: A literature review. ARPN Journal of Engineering and Applied Sciences, 10(23), 18087–18094.
  • Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning (iJET), 13(2), 72–93. https://doi.org/10.3991/ijet.v13i02.7467
  • Browne, G., Cashin, A., Graham, I., & Shaw, W. (2013). Addressing the mental health nurse shortage: Undergraduate nursing students working as assistants in nursing in inpatient mental health settings. International Journal of Nursing Practice, 19(5), 539–545. https://doi.org/10.1111/ijn.12090
  • Cameron, K. E., & Bizo, L. A. (2019). Use of the game-based learning platform KAHOOT! to facilitate learner engagement in animal science students. Research in Learning Technology, 27, 1–14. https://doi.org/10.25304/rlt.v27.2225
  • Castro, T. C., & Gonçalves, L. S. (2018). The use of gamification to teach in the nursing field. Revista Brasileira de Enfermagem, 71(3), 1038–1045. https://doi.org/10.1590/0034-7167-2017-0023
  • Chen, C.-H., & Yeh, H.-C. (2019). Effects of integrating a questioning strategy with game-based learning on students’ language learning performances in flipped classrooms. Technology, Pedagogy and Education, 28(3), 347–361. https://doi.org/10.1080/1475939X.2019.1618901
  • Collaço, C. (2017). Increasing student engagement in higher education. Journal of Higher Education Theory and Practice, 17(4), 40.
  • Day-Black, C., Merrill, E. B., Konzelman, L., Williams, T. T., & Hart, N. (2015). Gamification: An innovative teaching-learning strategy for the digital nursing students in a community health nursing course. The ABNF Journal, 26(4), 90–94.
  • de Byl, P. (2013). Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3(2), 1–21. https://doi.org/10.4018/ijgbl.2013040101
  • Delaney, K. R., & Shattell, M. M. (2012). Registered nurse workforce trends for new entrants age 23–26: Hope for the psychiatric nursing workforce shortage. Issues in Mental Health Nursing, 33(5), 340–341. https://doi.org/10.3109/01612840.2012.665157
  • El Tantawi, M., Sadaf, S., & AlHumaid, J. (2018). Using gamification to develop academic writing skills in dental undergraduate students. European Journal of Dental Education: Official Journal of the Association for Dental Education in Europe, 22(1), 15–22. https://doi.org/10.1111/eje.12238
  • Gallegos, C., Tesar, A. J., Connor, K., & Martz, K. (2017). The use of a game-based learning platform to engage nursing students: A descriptive, qualitative study. Nurse Education in Practice, 27, 101–106. https://doi.org/10.1016/j.nepr.2017.08.019
  • García-Viola, A., Garrido-Molina, J. M., Márquez-Hernández, V. V., Granados-Gámez, G., Aguilera-Manrique, G., & Gutiérrez-Puertas, L. (2019). The influence of gamification on decision making in nursing students. The Journal of Nursing Education, 58(12), 718–722. https://doi.org/10.3928/01484834-20191120-07
  • Goh, Y. S., Owyong, J. Q. Y., Seetoh, Y. T. M., Hu, Y., Chng, M. L., & Li, Z. (2021). Exploring pedagogies used in undergraduate mental health nursing curriculum: An integrative literature review. International Journal of Mental Health Nursing, 30(1), 47–61. https://doi.org/10.1111/inm.12816
  • Gómez-Urquiza, J. L., Gómez-Salgado, J., Albendín-García, L., Correa-Rodríguez, M., González-Jiménez, E., & Cañadas-De la Fuente, G. A. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Education Today, 72, 73–76. https://doi.org/10.1016/j.nedt.2018.10.018
  • Happell, B., & Gaskin, C. J. (2013). The attitudes of undergraduate nursing students towards mental health nursing: A systematic review. Journal of Clinical Nursing, 22(1–2), 148–158. https://doi.org/10.1111/jocn.12022
  • Horsfall, J., Cleary, M., & Hunt, G. E. (2012). Developing a pedagogy for nursing teaching-learning. Nurse Education Today, 32(8), 930–933. https://doi.org/10.1016/j.nedt.2011.10.022
  • Hughes, M., Salamonson, Y., & Metcalfe, L. (2020). Student engagement using multiple-attempt ‘Weekly Participation Task’ quizzes with undergraduate nursing students. Nurse Education in Practice, 46, 102803. https://doi.org/10.1016/j.nepr.2020.102803
  • Jansen, R., & Venter, I. (2015). Psychiatric nursing: An unpopular choice. Journal of Psychiatric and Mental Health Nursing, 22(2), 142–148. https://doi.org/10.1111/jpm.12138
  • Jeannin, L. (2013). Students’ perception of diversity in an international classroom. Higher Learning Research Communications, 3(4), 6. https://doi.org/10.18870/hlrc.v3i4.165
  • Jurgelaitis, M., Čeponienė, L., Čeponis, J., & Drungilas, V. (2019). Implementing gamification in a university‐level UML modeling course: A case study. Computer Applications in Engineering Education, 27(2), 332–343. https://doi.org/10.1002/cae.22077
  • Kang, J., & Suh, E. E. (2018). Development and evaluation of “chronic illness care smartphone apps” on nursing students’ knowledge, self-efficacy, and learning experience. CIN: Computers, Informatics, Nursing, 36(11), 550–559. https://doi.org/10.1097/CIN.0000000000000447
  • Khanna, M. M. (2015). Ungraded pop quizzes: Test-enhanced learning without all the anxiety. Teaching of Psychology, 42(2), 174–178. https://doi.org/10.1177/0098628315573144
  • Kinio, A. E., Dufresne, L., Brandys, T., & Jetty, P. (2019). Break out of the classroom: The use of escape rooms as an alternative teaching strategy in surgical education. Journal of Surgical Education, 76(1), 134–139. https://doi.org/10.1016/j.jsurg.2018.06.030
  • Lehr, S., & Schlenger, A. (2016). Creative strategies to enhance students’ classroom learning in mental health. Journal of Psychosocial Nursing and Mental Health Services, 54(5), 41–48. https://doi.org/10.3928/02793695-20160420-06
  • Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 9. https://doi.org/10.1186/s41039-018-0078-8
  • Mackavey, C., & Cron, S. (2019). Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education. Nurse Education Today, 76, 85–88. https://doi.org/10.1016/j.nedt.2019.01.010
  • McInnis, C. (2003). From marginal to mainstream strategies: Responding to student diversity in Australian universities. European Journal of Education, 38(4), 387–400. https://doi.org/10.1111/j.0141-8211.2003.00156.x
  • Morse, J. M. (2015). Critical analysis of strategies for determining rigor in qualitative inquiry. Qualitative Health Research, 25(9), 1212–1222. https://doi.org/10.1177/1049732315588501
  • Presti, C. R. (2016). The flipped learning approach in nursing education: A literature review. The Journal of Nursing Education, 55(5), 252–257. https://doi.org/10.3928/01484834-20160414-03
  • Trenkic, D., & Warmington, M. (2019). Language and literacy skills of home and international university students: How different are they, and does it matter? Bilingualism: Language and Cognition, 22(2), 349–365. https://doi.org/10.1017/S136672891700075X
  • Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818
  • White, M., & Shellenbarger, T. (2018). Gamification of nursing education with digital badges. Nurse Educator, 43(2), 78–82.https://doi.org/10.1097/NNE.0000000000000434[PMC]
  • Woolwine, S., Romp, C. R., & Jackson, B. (2019). Game on: Evaluating the impact of gamification in nursing orientation on motivation and knowledge retention. Journal for Nurses in Professional Development, 35(5), 255–260. https://doi.org/10.1097/NND.0000000000000570

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.