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<dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:invenio="http://invenio-software.org/elements/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><dc:identifier>doi:10.1016/j.nedt.2022.105527</dc:identifier><dc:language>eng</dc:language><dc:creator>Antón-Solanas, Isabel</dc:creator><dc:creator>Rodríguez-Roca, Beatriz</dc:creator><dc:creator>Urcola-Pardo, Fernando</dc:creator><dc:creator>Anguas-Gracia, Ana</dc:creator><dc:creator>Satústegui-Dordá, Pedro J.</dc:creator><dc:creator>Echániz-Serrano, Emmanuel</dc:creator><dc:creator>Subirón-Valera, Ana B.</dc:creator><dc:title>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</dc:title><dc:identifier>ART-2022-130800</dc:identifier><dc:description>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.</dc:description><dc:date>2022</dc:date><dc:source>http://zaguan.unizar.es/record/119813</dc:source><dc:doi>10.1016/j.nedt.2022.105527</dc:doi><dc:identifier>http://zaguan.unizar.es/record/119813</dc:identifier><dc:identifier>oai:zaguan.unizar.es:119813</dc:identifier><dc:identifier.citation>NURSE EDUCATION TODAY 118 (2022), 105527 [8 pp.]</dc:identifier.citation><dc:rights>by-nc-nd</dc:rights><dc:rights>http://creativecommons.org/licenses/by-nc-nd/3.0/es/</dc:rights><dc:rights>info:eu-repo/semantics/openAccess</dc:rights></dc:dc>

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