title: How gaming is used as an innovative strategy for nursing education.
abstract: Gaming is an innovative teaching strategy that research has shown to be effective for improving nursing student learning outcomes. Specifically, gaming enhances retention of knowledge, promotes problem-based learning, and motivates nursing students to become more engaged in their learning. The literature also indicates that the use of gaming during nursing education promotes active learning, encourages critical thinking, makes learning more exciting, and can replicate real-life scenarios. However, empirical support for these advantages is lacking. This manuscript discusses the literature related to gaming, describes its use as a teaching strategy, and addresses implications for nursing education.
authors.affiliation: William Beaumont Hospital, Royal Oak, Michigan, USA. maroyse@beaumonthospitals.com
authors.forename: Mary A
authors.initials: MA
authors.lastname: Royse
authors.forename: Sarah E
authors.initials: SE
authors.lastname: Newton
mesh_terms: D001291:Attitude of Health Personnel; D001887:Boredom; D002983:Clinical Competence; D003479:Curriculum; D004059:Diffusion of Innovation; D004508:Education, Nursing, Baccalaureate / Q000379:methods*; D005717:Games, Experimental; D006301:Health Services Needs and Demand; D006801:Humans; D020407:Internet; D009042:Motivation; D015402:Nursing Education Research; D009736:Nursing Process; D017063:Outcome Assessment, Health Care; D018794:Problem-Based Learning / Q000379:methods*; D012381:Role Playing; D013338:Students, Nursing / Q000523:psychology; D013663:Teaching / Q000379:methods*; D013850:Thinking