2023
DOI: 10.3390/healthcare11162236
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Continuing Education through the Campus Game: A Sustainable Gamification Project to Improve Doctors’ and Nurses’ Knowledge of Quality and Clinical Risk Management

Abstract: The COVID-19 disease has dramatically changed lives worldwide, including education. This is a challenge for traditional learning. In fact, the European Higher Education Area poses the challenge of boosting the quality of teaching through active methodologies supported by digital pedagogy. Gamification is one of these tools and it has considerable attention in the healthcare literature. We aimed to create a game in the Campus Bio-Medico University Hospital Foundation in order to offer continuing education on Qu… Show more

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Cited by 4 publications
(2 citation statements)
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“…Games have also been implemented to improve the quality of learning in universities in the health sector. Research [11] shows that during the Campus Game, there was a 4.9% increase in access to intranet pages containing information about Quality and Patient Safety and an 8% increase in access to Hospital Policies and Procedures.…”
Section: Resultsmentioning
confidence: 99%
“…Games have also been implemented to improve the quality of learning in universities in the health sector. Research [11] shows that during the Campus Game, there was a 4.9% increase in access to intranet pages containing information about Quality and Patient Safety and an 8% increase in access to Hospital Policies and Procedures.…”
Section: Resultsmentioning
confidence: 99%
“…In addition, the use of gamification in the classroom manages to reduce the stress that students may experience and shows that the existence of errors during the activity is not penalized and is understood as a key element for achieving learning (Sevilla and García, 2019). Not only the growth of knowledge and skills is favoured but also the ability to work as a team (Manzano et al, 2021), ask for help, and develop a critical mindset (Pensieri et al, 2023). Research suggests that the use of serious games leads to more addictive learning (Gatti et al, 2019), increases the retention of new knowledge (Koivisto and Hamari, 2019), and increases student satisfaction and motivation (Arruzza and Chau, 2021).…”
Section: Introductionmentioning
confidence: 99%