One Size Does not Fit All: Gamified Escape Room Learning for Students With ADHD and Language Difficulties in a Quasi-Experimental Cohort Study.

IF 3.1 4区 医学 Q2 NURSING
Nursing Open Pub Date : 2026-10-01 DOI:10.1002/nop2.70882
Dorit Weil-Lotan, Revital Harari, Carolina Tannenbaum-Baruchi, Miriam Theilla
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引用次数: 0

Abstract

Aim: This study assessed the association between digital escape room-based instruction and academic performance among nursing students, with particular attention to students with attention-deficit hyperactivity disorder (ADHD) and language-related challenges.

Design: A retrospective quasi-experimental study compared the effects of digital escape room-based instruction with traditional teaching methods. Students enrolled in the 2024 and 2025 academic years received escape room instruction (intervention group), whereas students enrolled in the 2023 academic year received traditional instruction (control group). The course was taught by the same instructor throughout.

Methods: Academic performance data from 426 nursing students were analysed (intervention: n = 276; control: n = 150). Two-way analyses of covariance (ANCOVAs) examined the interaction between instructional condition and learner status (no difficulties, language difficulties or learning difficulties/ADHD), with age and gender as covariates. Outcomes included multiple-choice (MC), constructed response (CR) and total exam scores, with post hoc comparisons corrected using the Holm procedure.

Results: The Escape Room × Learner Status interaction showed significant but modest interaction effects for all outcomes: CR scores (F(2, 366) = 3.01, p = 0.05, η2p = 0.02), MC scores (F(2, 366) = 6.11, p < 0.01, η2p = 0.03) and total scores (F(2, 366) = 5.45, p < 0.01, η2p = 0.03). Students with language difficulties scored significantly lower on CR (d = -0.63, 95% CI [-0.97, -0.29]) and total scores (d = -0.57, 95% CI [-0.90, -0.23]) under escape room instruction. Students with learning difficulties/ADHD showed higher MC scores under escape room instruction (d = 0.68, 95% CI [0.17, 1.18]).

Conclusion: The findings suggest that gamified escape room instruction may have differential effects on academic performance across learner groups. Students with learning difficulties/ADHD demonstrated better performance on recognition-based tasks, whereas students with language difficulties may face challenges, particularly on tasks requiring written responses. In the context of nursing education, it is crucial to assess and adapt gamified teaching strategies to meet different learning needs rather than relying on a uniform approach. Nursing educators are encouraged to consider combining gamified learning with other teaching and assessment methods to promote inclusive and student-centered learning environments. When implementing gamified techniques, it is essential in nursing practice to tailor educational approaches to the varied learning needs of nursing students, particularly those with ADHD and other learning challenges. Multicenter research is needed to confirm these findings.

Patient or public contribution: This educational research study did not involve the participation of patients or the public in its design, execution or reporting.

一种模式不适合所有:一项准实验队列研究中ADHD和语言障碍学生的游戏化密室学习。
目的:本研究评估了数字逃生室教学与护生学业成绩之间的关系,特别关注了患有注意力缺陷多动障碍(ADHD)和语言相关挑战的学生。设计:一项回顾性准实验研究,比较基于数字逃生室的教学与传统教学方法的效果。2024学年和2025学年的学生接受密室逃生指导(干预组),而2023学年的学生接受传统指导(对照组)。这门课从头到尾都是由同一个老师教的。方法:对426名护理专业学生的学习成绩进行分析(干预组276人,对照组150人)。双向协方差分析(ANCOVAs)以年龄和性别为协变量,检验教学条件与学习者状态(无困难、语言困难或学习困难/ADHD)之间的相互作用。结果包括多项选择(MC)、建构反应(CR)和总考试分数,事后比较使用霍尔姆程序进行校正。结果:逃脱室与学习者状态交互作用对所有结果均有显著但不显著的交互作用:CR分数(F(2,366) = 3.01, p = 0.05, η2p = 0.02)、MC分数(F(2,366) = 6.11, p 2p = 0.03)和总分(F(2,366) = 5.45, p 2p = 0.03)。在密室逃生指导下,有语言困难的学生在CR (d = -0.63, 95% CI[-0.97, -0.29])和总分(d = -0.57, 95% CI[-0.90, -0.23])上的得分明显较低。学习困难/ADHD学生在密室逃生指导下的MC得分较高(d = 0.68, 95% CI[0.17, 1.18])。结论:研究结果表明,游戏化密室教学可能对不同学习群体的学习成绩有不同的影响。有学习困难/多动症的学生在基于识别的任务中表现更好,而有语言困难的学生可能面临挑战,特别是在需要书面回答的任务中。在护理教育的背景下,评估和调整游戏化教学策略以满足不同的学习需求是至关重要的,而不是依赖于统一的方法。鼓励护理教育工作者考虑将游戏化学习与其他教学和评估方法相结合,以促进包容和以学生为中心的学习环境。在实施游戏化技术时,护理实践中有必要根据护理学生的不同学习需求量身定制教育方法,特别是那些患有多动症和其他学习挑战的护理学生。需要多中心研究来证实这些发现。患者或公众贡献:本教育性研究的设计、实施或报告均未涉及患者或公众的参与。
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
Nursing Open
Nursing Open Nursing-General Nursing
CiteScore
3.60
自引率
4.30%
发文量
298
审稿时长
17 weeks
期刊介绍: Nursing Open is a peer reviewed open access journal that welcomes articles on all aspects of nursing and midwifery practice, research, education and policy. We aim to publish articles that contribute to the art and science of nursing and which have a positive impact on health either locally, nationally, regionally or globally
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