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How gaming is used as an innovative strategy for nursing education.
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How gaming is used as an innovative strategy for nursing education. (2007)How gaming is used as an innovative strat…Guess it (SVUAL): An app designed to help nursing students acquire and retain knowledge about basic and advanced life support techniques (2020)Guess it (SVUAL): An app desi…Escape Rooms as a Clinical Evaluation Method for Nursing Students (2020)Escape Rooms as a Clinical Ev…Developing Cognitive Skills Through Active Learning: A Systematic Review of Health Care Professions (2019)Developing Cognitive Skills T…The use of digital badges by undergraduate nursing students: A three-year study (2018)The use of digital badges by …Gaming Strategies in Nursing Education (2018)Gaming Strategies in Nursing …Educational Analytics (2018)Educational AnalyticsBoard Game in Physics Classes—a Proposal for a New Method of Student Assessment (2018)Board Game in Physics Classes…Assessment of educational games for health professions: A systematic review of trends and outcomes (2015)Assessment of educational gam…Nursing Students’ Attitudes Toward Video Games and Related New Media Technologies (2011)Nursing Students’ Attitudes T…Gaming Used as an Informal Instructional Technique: Effects on Learner Knowledge and Satisfaction (2011)Gaming Used as an Informal In…Critical Thinking Skills of Nursing Students in Lecture-Based Teaching and Case-Based Learning (2011)Critical Thinking Skills of N…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Diffusion of Innovations 1 (2019)Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review (2020)The effectiveness of serious games designed for infection prevention and promotion of safe behaviors of senior nursing students during the COVID-19 pandemic (2022)A BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN (2003)Educational gaming in the health sciences: systematic review (2008)Educational games for health professionals (2013)A rapid review of serious games: From healthcare education to dental education (2018)Game‐Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life (2019)Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Using Web Maps to Analyze the Construction of Global Scale Cognitive Maps (2017)Learning and transfer: A general role for analogical encoding. (2003)Problem based learning (2003)Critical Thinking: What It Is and Why It Counts (2011)Comparison of the effectiveness of two styles of case-based learning implemented in lectures for developing nursing students’ critical thinking ability: A randomized controlled trial (2016)Exploring perceptions and barriers in developing critical thinking and clinical reasoning of nursing students: A qualitative study (2020)The Role of Using Case Studies Method in Improving Students' Critical Thinking Skills in Higher Education (2020)Gamification. using game-design elements in non-gaming contexts (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students (2023)The Adult Learner – The Definitive Classic in Adult Education and Human Resource Development (2005)The Adult Learner: The Definitive Classic in Adult Education and Human Resource Development (2005)Incorporation of a game-based approach into the EFL online classrooms: students' perceptions (2021)Kahoot! Game‐based digital learning platform: A comprehensive meta‐analysis (2024)Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Demographic differences in perceived benefits from gamification (2014)Do badges increase user activity? A field experiment on the effects of gamification (2015)Comparing badges and learning goals in low- and high-stakes learning contexts (2019)Effectiveness of a game-based mobile application in educating nursing students on flushing and locking venous catheters with pre-filled saline syringes: A randomized controlled trial (2021)Active learning : creating excitement in the classroom (1991)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The link between flipped and active learning: a scoping review (2021)My Current Thoughts on Coefficient Alpha and Successor Procedures (2004)From game design elements to gamefulness (2011)From Game Design Elements to Gamefulness: Defining “Gamification” (2011)Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation (2022)Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review (2024)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis (2022)Gamification on Instagram: Nursing students' degree of satisfaction with and perception of learning in an educational game (2022)
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  • 2011Critical Thinking Skills of Nursing Students in Lecture-Based Teaching and Case-Based Learning132 cited
  • 2019Developing Cognitive Skills Through Active Learning: A Systematic Review of Health Care Professions126 cited
  • 2015Assessment of educational games for health professions: A systematic review of trends and outcomes114 cited
  • 2020Escape Rooms as a Clinical Evaluation Method for Nursing Students69 cited
  • 2020Guess it (SVUAL): An app designed to help nursing students acquire and retain knowledge about basic and advanced life support techniques68 cited
  • 2018Gaming Strategies in Nursing Education64 cited
  • 2011Nursing Students’ Attitudes Toward Video Games and Related New Media Technologies61 cited
  • 2011Gaming Used as an Informal Instructional Technique: Effects on Learner Knowledge and Satisfaction59 cited
  • 2018Board Game in Physics Classes—a Proposal for a New Method of Student Assessment49 cited
  • 2018The use of digital badges by undergraduate nursing students: A three-year study43 cited
  • 2018Educational Analytics38 cited

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