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Let's play and learn: Educational escape room to improve mental health knowledge in undergraduate nursing students
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Let's play and learn: Educational escape room to improve mental health knowledge in undergraduate nursing students (2024)Let's play and learn: Educational escape …Educational escape rooms for healthcare students: A systematic review (2023)Educational escape rooms for …Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation (2022)Escape rooms in nursing educa…The impact of using an “anatomy escape room” on nursing students: A comparative study (2021)The impact of using an “anato…An evaluation of undergraduate student nurses' gameful experience while playing an escape room game as part of a community health nursing course (2021)An evaluation of undergraduat…Soft skills and implications for future professional practice: Qualitative findings of a nursing education escape room (2020)Soft skills and implications …Escape the Generational Gap: A Cardiovascular Escape Room for Nursing Education (2020)Escape the Generational Gap: …Escape Rooms as a Clinical Evaluation Method for Nursing Students (2020)Escape Rooms as a Clinical Ev…Escape education: A systematic review on escape rooms in education (2020)Escape education: A systemati…Ensuring Educational Escape-Room Success: The Process of Designing, Piloting, Evaluating, Redesigning, and Re-Evaluating Educational Escape Rooms (2020)Ensuring Educational Escape-R…The Influence of Gamification on Decision Making in Nursing Students (2019)The Influence of Gamification…Nurse Educators' use of Lecture and Active Learning (2019)Nurse Educators' use of Lectu…Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education (2019)Innovative strategies: Increa…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…Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gameful Experience in Gamific…Research Methods in Education (2017)Research Methods in EducationThe evidence for ‘flipping out’: A systematic review of the flipped classroom in nursing education (2015)The evidence for ‘flipping ou…Traditional medical education under siege: the revolutionary integration of virtual reality and gamification in medical escape rooms (2025)Traditional medical education…Teaching For Quality Learning At University (1999)Teaching For Quality Learning At University (1999)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)The flipped classroom: A review of its advantages and challenges (2018)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)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)Games, Motivation, and Learning: A Research and Practice Model (2002)Teaching for quality learning at university (2008)A review on use of escape rooms in education – touching the void (2020)Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Active learning : creating excitement in the classroom (1991)Faculty do Matter: The Role of College Faculty in Student Learning and Engagement (2005)Active learning increases student performance in science, engineering, and mathematics (2014)Using unfolding case studies to develop critical thinking skills in baccalaureate nursing students: A pilot study (2020)Editorial: Three types of interaction (1989)Reality is broken: why games make us better and how they can change the world (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)A Conceptual Engagement Framework for Gamified E-Learning Platform Activities (2020)A gameful blended-learning experience in nursing: A qualitative focus group study (2021)Mediating effects of self-directed learning on the relationship between critical thinking and problem-solving in student nurses attending online classes: A cross-sectional descriptive study (2021)Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002 (2009)Analysis in qualitative research (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Gamification in Education (2023)Book Review: Focus Groups: A Practical Guide for Applied Research (1989)Focus Groups: A Practical Guide for Applied Research (1989)Three Approaches to Qualitative Content Analysis (2005)Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review (2021)Importance of Soft Skills in Health Sciences Students and Their Repercussion after the COVID-19 Epidemic: Scoping Review (2023)Teaching for Quality Learning at University: What the Student Does (1999)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) statement: guidelines for reporting observational studies (2007)An evaluation of undergraduate student nurses' gameful experience whilst playing a digital escape room as part of a FIRST year module: A cross-sectional study (2022)Gamification on Instagram: Nursing students' degree of satisfaction with and perception of learning in an educational game (2022)Utilizing educational technology in enhancing undergraduate nursing students' engagement and motivation: A scoping review (2022)A Guideline of Selecting and Reporting Intraclass Correlation Coefficients for Reliability Research (2016)Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach (2018)The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review (2024)Real-world and game-based learning to enhance decision-making (2024)Effectiveness of escape rooms in nursing education: A systematic review (2025)The sudden transition to synchronized online learning during the COVID-19 pandemic in Saudi Arabia: a qualitative study exploring medical students’ perspectives (2020)An exploratory study on the emergency remote education experience of higher education students and teachers during the COVID‐19 pandemic (2021)Types of Purposive Sampling Techniques with Their Examples and Application in Qualitative Research Studies (2024)
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References

  • 2017Research Methods in Education7,309 cited
  • 2020Escape education: A systematic review on escape rooms in education625 cited
  • 2015The evidence for ‘flipping out’: A systematic review of the flipped classroom in nursing education613 cited
  • 2018Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]383 cited
  • 2018The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study313 cited
  • 2023Educational escape rooms for healthcare students: A systematic review119 cited
  • 2021An evaluation of undergraduate student nurses' gameful experience while playing an escape room game as part of a community health nursing course117 cited
  • 2020Soft skills and implications for future professional practice: Qualitative findings of a nursing education escape room108 cited
  • 2019Innovative strategies: Increased engagement and synthesis in online advanced practice nursing education84 cited
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  • 2020Ensuring Educational Escape-Room Success: The Process of Designing, Piloting, Evaluating, Redesigning, and Re-Evaluating Educational Escape Rooms71 cited
  • 2020Escape the Generational Gap: A Cardiovascular Escape Room for Nursing Education71 cited
  • 2021The impact of using an “anatomy escape room” on nursing students: A comparative study70 cited

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  • 2020Escape Rooms as a Clinical Evaluation Method for Nursing Students69 cited
  • 2022Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation68 cited
  • 2019The Influence of Gamification on Decision Making in Nursing Students64 cited
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    • 2025Traditional medical education under siege: the revolutionary integration of virtual reality and gamification in medical escape rooms21 cited