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

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...

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Detalles Bibliográficos
Autores: Del Pozo-Herce, Pablo [0000-0002-2652-4895], Tovar-Reinoso, Alberto, García Carpintero-Blas, Eva [0000-0002-4984-2511], Casaux Huertas, Ana [0000-0003-0285-4504], Ruiz de Viñaspre-Hernández, Regina, Martínez-Sabater, Antonio [0000-0002-6440-1431], Chover-Sierra, Elena [0000-0002-4141-6956], Rodríguez-García, Marta [0000-0001-6506-0395], Juarez-Vela, Raul [0000-0003-3597-2048]
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2025
País:España
Institución:Universidad de La Rioja (UR)
Repositorio:RIUR. Repositorio Institucional de la Universidad de La Rioja
OAI Identifier:oai:portal.dialnet.es:doc/685917f8149c1e249a0979f3
Acceso en línea:https://investigacion.unirioja.es/documentos/685917f8149c1e249a0979f3
Access Level:acceso abierto
Descripción
Sumario: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.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.