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Leveling Up: A Video Game for Critical Care Nursing Education
James S Cho1, Stephanie Chan2, Min Yang1
1Massachusetts General Hospital, Boston, Massachusetts.
Gamified learning significantly improved intensive care unit (ICU) nurses' knowledge of train-of-four monitoring. This engaging, 15-minute video game intervention was highly rated by participants for its educational effectiveness.
Area of Science:
- Medical Education
- Nursing Education
- Gamification in Healthcare
Background:
- Continuing education for intensive care unit (ICU) nurses presents challenges in accessibility and time efficiency.
- Gamified learning offers a potentially engaging and time-efficient alternative for professional development.
Purpose of the Study:
- To evaluate the effectiveness of a role-playing video game in enhancing ICU nurses' knowledge of train-of-four monitoring.
- To assess ICU nurses' attitudes towards gamified learning as an educational modality.
Main Methods:
- A single-arm, pretest-posttest study design was employed with 17 surgical ICU nurses.
- Participants completed an eight-item knowledge test before and after a 15-minute tablet-based gamified intervention focused on clinical decision-making.
- A postgame survey assessed participant engagement, usability, and perceived educational effectiveness.
Main Results:
- Mean scores on the train-of-four monitoring test significantly improved from 3.41 to 7.12 (p < .001).
- The gamified intervention was highly rated: 88.2% found it engaging, 94.1% found it easy to use, and 100% deemed it educationally effective.
- Qualitative feedback highlighted the game's relevance and interactivity.
Conclusions:
- A brief gamified learning intervention effectively improved ICU nurses' knowledge of train-of-four monitoring.
- Gamification demonstrates potential as a valuable and well-received tool for clinical nursing education.
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