[HTML][HTML] Educational escape rooms for healthcare students: A systematic review

LH Quek, AJQ Tan, MJJ Sim, J Ignacio, N Harder… - Nurse education …, 2024 - Elsevier
Objectives To synthesize evidence on the implementation and evaluation of educational
escape rooms for healthcare students. Design A systematic review. Data sources A search …

[HTML][HTML] The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature …

N Tavares - Nurse education today, 2022 - Elsevier
Background Active engagement of nursing students has deteriorated overtime, especially
during the global pandemic. Therefore, there has been a widespread search for learning …

[HTML][HTML] An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional …

I Antón-Solanas, B Rodriguez-Roca… - Nurse education …, 2022 - Elsevier
Background The circumstances arising from the COVID-19 pandemic have accelerated the
use of digital teaching and learning in health professions education. Digital gamification …

[HTML][HTML] Gamification on Instagram: Nursing students' degree of satisfaction with and perception of learning in an educational game

A Rosa-Castillo, O García-Pañella… - Nurse education …, 2022 - Elsevier
Background Gamification has been shown to lead to greater motivation and participation
among students. Currently, many teachers use social networks to share supplementary …

Utilizing educational technology in enhancing undergraduate nursing students' engagement and motivation: a scoping review

Y Kowitlawakul, JJM Tan, S Suebnukarn… - Journal of Professional …, 2022 - Elsevier
Abstract Background Modern educational technology (Edtech) combines technological tools
with educational theories. Over the years, Edtech has been adopted in nursing education to …

Gamification in initial teacher training to promote inclusive practices: a qualitative study

A Manzano-León, JM Aguilar-Parra… - International journal of …, 2022 - mdpi.com
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an
educational trend, due to its ability to work on curriculum skills in a fun and motivating way …

Online escape room during covid-19: A qualitative study of social education degree students' experiences

A Manzano-León, JM Aguilar-Parra… - Education …, 2021 - mdpi.com
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-
face to online classrooms. This distanced education seeks to achieve learning goals …

The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown

JC Hong, HC Juan, WC Hung - Computers in Human Behavior, 2022 - Elsevier
During the COVID-19 pandemic, most people have more time to stay at home and play
games together. In particular, so as to maintain social distancing, most people play with their …

Learning through challenges and enigmas: educational escape room as a predictive experience of motivation in university students

S González-Yubero, M Mauri, MJ Cardoso, R Palomera - Sustainability, 2023 - mdpi.com
(1) Background. One of the most innovative gamification techniques emerging in the current
educational context is the escape room, whose implementation aims to promote student …

[HTML][HTML] Let's play and learn: Educational escape room to improve mental health knowledge in undergraduate nursing students

M Arrue, N Suárez, M Ugartemendia-Yerobi… - Nurse Education …, 2025 - Elsevier
Introduction Innovative teaching methods have become increasingly important in higher
education. Through these methods, gamification in general and educational escape rooms …