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Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning
10 references·7 citing·41 second hop
Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning (2016)Learning by playing: A cross-sectional de…Nursing students’ experiential learning processes using an online 3D simulation game (2015)Nursing students’ experientia…Developing the Serious Games potential in nursing education (2013)Developing the Serious Games …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Glued to games: how video games draw us in and hold us spellbound (2011)Glued to games: how video gam…The art of game design: a book of lenses (2009)The art of game design: a boo…The Art of Game Design (2008)The Art of Game DesignEducational gaming in the health sciences: systematic review (2008)Educational gaming in the hea…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Video Games and the Future of Learning (2005)Video Games and the Future of…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Nursing students’ experience using an escape room for training clinical skills and competencies on emergency care: A qualitative observational study (2022)Nursing students’ experience …Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies (2021)Effects of Gamification on th…Design of serious games in engineering education: An application to the configuration and analysis of manufacturing systems (2021)Design of serious games in en…Gamification in Nursing Education: An Integrative Literature Review (2020)Gamification in Nursing Educa…Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education (2019)Innovative strategies: Increa…Engagement in the course of programming in higher education through the use of gamification (2019)Engagement in the course of p…Elements Explaining Learning Clinical Reasoning Using Simulation Games (2016)Elements Explaining Learning …Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning (2015)Using Gamification to Improve Productivity and Increase Knowledge Retention During Orientation (2017)Developing a Serious Game for Nurse Education (2018)Theory of games and economic behavior (2019)Cochrane Handbook for Systematic Reviews of Interventions (2008)Educational games for health professionals (2013)Evaluating multiple aspects of a digital educational problem-solving-based adventure game (2013)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review (2019)Situated Learning: Legitimate Peripheral Participation. (1994)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? 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(2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)The Ideal Self at Play (2011)The Routledge Handbook of Media Use and Well-Being (2016)Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being (2018)
this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2008The Art of Game Design1,906 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2011Glued to games: how video games draw us in and hold us spellbound333 cited
  • 2008Educational gaming in the health sciences: systematic review192 cited
  • 2015Nursing students’ experiential learning processes using an online 3D simulation game103 cited
  • 2013Developing the Serious Games potential in nursing education97 cited

Cited by

  • 2020Gamification in Nursing Education: An Integrative Literature Review85 cited
  • 2019Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education84 cited
  • 2019Engagement in the course of programming in higher education through the use of gamification83 cited
  • 2021Design of serious games in engineering education: An application to the configuration and analysis of manufacturing systems53 cited

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  • 2022Nursing students’ experience using an escape room for training clinical skills and competencies on emergency care: A qualitative observational study46 cited
  • 2021Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies32 cited
  • 2016Elements Explaining Learning Clinical Reasoning Using Simulation Games31 cited