Using Gamification to Improve Productivity and Increase Knowledge Retention During Orientation

被引:46
作者
Brull, Stacey [1 ,2 ]
Finlayson, Susan [3 ]
Kostelec, Teresa [2 ]
MacDonald, Ryan [2 ]
Krenzischeck, Dina [4 ]
机构
[1] Mercy Med Ctr, Patient Care Serv, Res Educ & Informat, Baltimore, MD USA
[2] Mercy Med Ctr, Patient Care Serv, Baltimore, MD USA
[3] Mercy Med Ctr, Patient Care Serv, Operat, Baltimore, MD USA
[4] Mercy Med Ctr, Patient Care Serv, Profess Practice, Baltimore, MD USA
来源
JOURNAL OF NURSING ADMINISTRATION | 2017年 / 47卷 / 09期
关键词
IMPACT; SATISFACTION; NURSES;
D O I
10.1097/NNA.0000000000000512
中图分类号
R47 [护理学];
学科分类号
1011 ;
摘要
BACKGROUND: Nursing administrators must provide cost-effective and efficient ways of orientation training. Traditional methods including classroom lecture can be costly with low retention of the information. Gamification engages the user, provides a level of enjoyment, and uses critical thinking skills. PURPOSE: The aim of this study is to explore the effectiveness, during orientation, of 3 different teaching methods: didactic, online modules, and gamification. Specifically, is there a difference in nurses' clinical knowledge postorientation using these learning approaches? METHODS: A quasi-experimental study design with a 115-person convenience sample split nurses into 3 groups for evaluation of clinical knowledge before and after orientation. RESULTS: The gamification orientation group had the highest mean scores postorientation compared with the didactic and online module groups. CONCLUSIONS: Findings demonstrate gamification as an effective way to teach when compared with more traditional methods. Staff enjoy this type of learning and retained more knowledge when using gaming elements.
引用
收藏
页码:448 / 453
页数:6
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