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Escape Rooms as a Clinical Evaluation Method for Nursing Students
16 references·2 citing·47 second hop
Escape Rooms as a Clinical Evaluation Method for Nursing Students (2020)Escape Rooms as a Clinical Evaluation Met…The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study (2018)The impact on nursing student…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gameful Experience in Gamific…Creating Engaging Escape Rooms for the Classroom (2018)Creating Engaging Escape Room…Connecting with Generation Z: Approaches in Nursing Education (2018)Connecting with Generation Z:…Can You Escape? Creating an Escape Room to Facilitate Active Learning (2018)Can You Escape? Creating an E…The use of a game-based learning platform to engage nursing students: A descriptive, qualitative study (2017)The use of a game-based learn…EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)EscapED: A Framework for Crea…Teaching EBP Using Game‐Based Learning: Improving the Student Experience (2016)Teaching EBP Using Game‐Based…Serious Gaming in Medical Education (2016)Serious Gaming in Medical Edu…Importance of Gamification in Increasing Learning (2016)Importance of Gamification in…Defining gamification (2012)Defining gamificationFrom Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …How gaming is used as an innovative strategy for nursing education. (2007)How gaming is used as an inno…My Current Thoughts on Coefficient Alpha and Successor Procedures (2004)My Current Thoughts on Coeffi…Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)Game-thinking; utilizing seri…Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation (2022)Escape rooms in nursing educa…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Evolving to a New Dominant Logic for Marketing (2003)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Coefficient Alpha and the Internal Structure of Tests (1951)The Dependability of Behavioral Measurements: Theory of Generalizability for Scores and Profiles (1974)Current Concepts in Validity and Reliability for Psychometric Instruments: Theory and Application (2006)Coefficients Alpha, Beta, Omega, and the glb: Comments on Sijtsma (2008)Estimating ordinal reliability for Likert-type and ordinal item response data: A conceptual, empirical, and practical guide (2020)A theory of play and fantasy. (1955)Digital game-based learning (2003)Playing Video Games : Motives, Responses, and Consequences (2012)Playful learning: tools, techniques, and tactics (2018)Escape Rooms for Learning: A Systematic Review (2019)A review on use of escape rooms in education – touching the void (2020)Generation Z Goes to College (2015)Generation Z: Technology and Social Interest (2015)Generation Z Goes to College (2017)Educational experiences with Generation Z (2020)Problem-based learning: A strategy to foster generation Z's critical thinking and perseverance (2020)Understanding Generation Z expectations for effective onboarding (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse (2022)Stress, appraisal, and coping (1985)Stress: Appraisal and Coping (2013)Gamification and online impulse buying: The moderating effect of gender and age (2020)Travel Anxiety, Risk Attitude and Travel Intentions towards “Travel Bubble” Destinations in Hong Kong: Effect of the Fear of COVID-19 (2020)Uncovering the dark side of gamification at work: Impacts on engagement and well-being (2020)Teaching For Quality Learning At University (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Teaching for quality learning at university (2008)Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Effectiveness of serious games in nurse education: A systematic review (2021)Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class (2018)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2004My Current Thoughts on Coefficient Alpha and Successor Procedures1,607 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2012Defining gamification1,155 cited
  • 2018Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]383 cited
  • 2018Connecting with Generation Z: Approaches in Nursing Education334 cited
  • 2018The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study313 cited
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 2018Gamification: A cognitive-emotional view246 cited
  • 2018Can You Escape? Creating an Escape Room to Facilitate Active Learning243 cited
  • 2018Creating Engaging Escape Rooms for the Classroom234 cited
  • 2016Importance of Gamification in Increasing Learning153 cited
  • 2017The use of a game-based learning platform to engage nursing students: A descriptive, qualitative study117 cited
  • 2007How gaming is used as an innovative strategy for nursing education.116 cited
  • 2016

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Serious Gaming in Medical Education
104 cited
  • 2016Teaching EBP Using Game‐Based Learning: Improving the Student Experience93 cited
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    • 2022Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation68 cited
    • 2025Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis55 cited