An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: a cross-sectional study
Resumen: The circumstances arising from the COVID-19 pandemic have accelerated the use of digital teaching and learning in health professions education. Digital gamification-based teaching and learning activities are innovative and versatile tools for the acquisition of professional competencies in higher education, which can be used on a range of topics and can be supplemental to other teaching methods.
Idioma: Inglés
DOI: 10.1016/j.nedt.2022.105527
Año: 2022
Publicado en: NURSE EDUCATION TODAY 118 (2022), 105527 [8 pp.]
ISSN: 0260-6917

Factor impacto JCR: 3.9 (2022)
Categ. JCR: EDUCATION, SCIENTIFIC DISCIPLINES rank: 9 / 43 = 0.209 (2022) - Q1 - T1
Categ. JCR: NURSING rank: 10 / 123 = 0.081 (2022) - Q1 - T1
Categ. JCR: NURSING rank: 10 / 125 = 0.08 (2022) - Q1 - T1

Factor impacto CITESCORE: 5.5 - Nursing (Q1) - Social Sciences (Q1)

Factor impacto SCIMAGO: 0.946 - Nursing (miscellaneous) (Q1) - Education (Q1)

Tipo y forma: Article (Published version)
Área (Departamento): Área Enfermería (Dpto. Fisiatría y Enfermería)

Creative Commons You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you may not distribute the modified material.


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 Record created 2022-11-24, last modified 2024-03-19


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