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

JMIR nursing Pub Date : 2025-06-20 DOI:10.2196/71921
Pablo Del Pozo-Herce, Alberto Tovar-Reinoso, Eva García Carpintero-Blas, Ana Casaux Huertas, Regina Ruiz de Viñaspre-Hernández, Antonio Martínez-Sabater, Elena Chover-Sierra, Marta Rodríguez-García, Raul Juarez-Vela
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Abstract

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 Qualitative Research (COREQ) checklist.

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.

Conclusions: 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.

游戏化作为理解护生精神障碍的工具:质性研究。
背景:游戏化已成为教育领域的一种创新教学策略,将游戏工具转移到教学过程中,以提高学生的动机和参与度。目的:本研究旨在描述护生使用互动卡片作为游戏化工具对精神障碍的认知。方法:本研究在西班牙马德里一所大学护理学院进行,共有50名护理学位普通和发展心理学课程的一年级学生参与。在2024年3月至4月期间,通过焦点小组和带有半结构化访谈问题的反思性叙述收集数据。数据收集后,生成成绩单,并根据报告定性研究的综合标准(COREQ)清单进行专题分析。结果:分析共得出三个主题:(1)精神障碍的认知和污名化;(2)精神障碍学习中的情感联系和个人反思;(3)游戏化工具及其对学习的影响。结论:游戏化,特别是通过互动卡片的形式,在护理学心理学和精神障碍教学中具有重要的应用价值。它使学生对精神疾病有更深的临床理解,并探索他们的情感和社会层面。这种方法促进情感反思,减少耻辱感,鼓励积极参与,有助于培养更具同情心、反思能力和准备更充分的护理专业人员。它与教育计划的整合提高了精神卫生保健所必需的学术和人文能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.20
自引率
0.00%
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审稿时长
16 weeks
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