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A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
Published on: August 26, 2018
Real-world and game-based learning to enhance decision-making
Mónica Vázquez-Calatayud1, Raquel García-García2, Elena Regaira-Martínez2
1Clínica Universidad de Navarra, Pamplona, Spain; University of Navarra, Innovation for a Person-Centred Care Research Group (ICCP-UNAV), Pamplona, Spain; Navarra's Health Research Institute (IdiSNA), Pamplona, Spain.
Background:
The evolving healthcare landscape necessitates highly qualified nurses equipped with a myriad of soft skills, including decision-making. Traditional teaching models have led to innovative, active methods that prioritise student participation and enhance crucial soft skill development, such as decision- making. Considering the recognised importance of improving clinical decision-making skills and the need for innovative training, a literature gap is present in assessing the effect of real world and game-based learning on decision-making abilities.
Objectives:
This study aimed to investigate the effect of real-world and game-based learning, specifically using case-based learning and escape room, on decision-making competence in postgraduate nursing students in academic and clinical settings.
Design:
A descriptive, cross-sectional, quantitative intervention study was conducted, combining case-based learning and escape room methods sequentially.
Settings:
The study was conducted among postgraduate nursing students at the University of Navarra in Spain.
Participants:
Sixty-six postgraduate nursing students, mostly women, participated in the study.
Methods:
The study integrated case-based learning and escape room sequentially. Data were collected through an ad hoc online questionnaire, recorded escape times from the escape room, and academic scores.
Results:
The study enrolled 66 participants with an average professional experience of 4.2 years. Academic results showed high scores in case resolution (average: 8.34) and knowledge tests (average: 9.21). Out of 11 groups, 81.8 % successfully escaped the escape room within 30 min, with positive questionnaire responses indicating enthusiasm, enjoyment and perceived effectiveness of the activities.
Conclusions:
Real-world and game-based learning significantly enhanced decision-making competence in postgraduate nursing students across academic and clinical settings, demonstrating the importance of diverse teaching methods. Further research, including comparative studies and longitudinal analyses, is needed to evaluate the educational benefits of integrating case-based learning and escape room methods in nurse education and to refine assessment tools while monitoring long-term student progress.
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