Related Experiment Video
Updated: Feb 24, 2026

Orienteering as a Tool for Cognitive Research: An Implementation Guide
Published on: November 29, 2024
Using Gamification to Improve Productivity and Increase Knowledge Retention During Orientation
Stacey Brull1, Susan Finlayson, Teresa Kostelec
1Author Affiliations: Sr Director of Research, Education and Informatics and Magnet Program Director (Dr Brull), Sr Vice-President of Operations (Dr Finlayson), Clinical Nurse Educator (Ms Kostelec), BioStatistician (Dr MacDonald), and Director of Professional Practice (Dr Krenzischeck), Patient Care Services, Mercy Medical Center, Baltimore, Maryland.
Background:
Nursing administrators must provide cost-effective and efficient ways of orientation training. Traditional methods including classroom lecture can be costly with low retention of the information. Gamification engages the user, provides a level of enjoyment, and uses critical thinking skills.
Purpose:
The aim of this study is to explore the effectiveness, during orientation, of 3 different teaching methods: didactic, online modules, and gamification. Specifically, is there a difference in nurses' clinical knowledge postorientation using these learning approaches?
Methods:
A quasi-experimental study design with a 115-person convenience sample split nurses into 3 groups for evaluation of clinical knowledge before and after orientation.
Results:
The gamification orientation group had the highest mean scores postorientation compared with the didactic and online module groups.
Conclusions:
Findings demonstrate gamification as an effective way to teach when compared with more traditional methods. Staff enjoy this type of learning and retained more knowledge when using gaming elements.
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