Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study

被引:0
作者
Del Pozo-Herce, Pablo [1 ]
Tovar-Reinoso, Alberto [1 ]
Carpintero-Blas, Eva Garcia [1 ]
Huertas, Ana Casaux [2 ]
de Vinaspre-Hernandez, Regina Ruiz [5 ]
Martinez-Sabater, Antonio [4 ,5 ]
Chover-Sierra, Elena [5 ,6 ]
Rodriguez-Garcia, Marta [1 ]
Juarez-Vela, Raul [3 ]
机构
[1] UNIE Univ, Res Grp Innovat Hlth Care & Nursing Educ INcUidE, Madrid, Spain
[2] Madrid Renal Fdn, Madrid, Spain
[3] Univ La Rioja, Fac Hlth Sci, Dept Nursing, Res Grp Care GRUPAC, Logrono, Spain
[4] Hosp Clin Univ Valencia, Care Res Grp INCLIVA, Valencia, Spain
[5] Univ Valencia, Nursing Dept, Nursing Care & Educ Res Grp GRIECE, Menendez y Pelayo 19, Valencia 46010, Spain
[6] Consorcio Hosp Gen Univ, Internal Med Dept, Valencia, Spain
来源
JMIR NURSING | 2025年 / 8卷
关键词
gamification; mental health; nursing students; cognitive training; qualitative research; ESCAPE; HEALTH;
D O I
10.2196/71921
中图分类号
R47 [护理学];
学科分类号
1011 ;
摘要
Background: Gamification has emerged as an innovative pedagogical strategy in the educational field, transferring game tools to the teaching-learning process to improve students' motivation and engagement. Objective: This study aims to describe nursing students' perceptions of mental disorders using interactive cards as a gamification tool. Methods: This research was carried out at the Nursing School of a University in Madrid, Spain, with the participation of 50 first-year students enrolled in the nursing degree's general and developmental psychology course. Data were collected through focus groups and reflective narratives with semistructured interview questions between March and April 2024. After data collection, transcripts were generated and subjected to thematic analysis following the Consolidated Criteria for Reporting Results: A total of three themes emerged from the analysis: (1) perception and stigma of mental disorders, (2) emotional connection and personal reflection in learning about mental disorders, and (3) gamification tools and their impact on learning. Conclusion: Gamification, especially through interactive cards, is valuable for teaching psychology and mental disorders in nursing education. It enables students to gain a deeper clinical understanding of mental illnesses and explore their emotional and social dimensions. This methodology fosters emotional reflection, reduces stigma, and encourages active engagement, contributing to developing more empathetic, reflective, and better-prepared nursing professionals. Its integration into educational programs enhances academic and humanistic competencies essential for mental health care.
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页数:17
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