Leveling Up: A Video Game for Critical Care Nursing Education
Abstract
BACKGROUND: Gamified learning may offer an accessible, time-efficient, and engaging modality for continuing education for nurses working in an intensive care unit (ICU). This study evaluated the effectiveness of a role-playing video game in improving ICU nurses' knowledge of train-of-four monitoring and assess attitudes toward gamified learning. METHOD: A single-arm pretest-posttest study was conducted with 17 nurses working in a surgical ICU. Participants completed an eight-item test before and after a 15-minute tablet-based game involving clinical decision-making. The Wilcoxon signed-rank test was used to compare pretest and posttest results. An 11-item postgame survey was used to assess engagement, usability, and the learning experience. RESULTS: < .001). Most nurses found the game engaging (88.2%), easy to use (94.1%), and educationally effective (100%). Participant comments praised its relevance and interactivity. CONCLUSION: A short, gamified intervention was well received and was associated with improved knowledge of train-of-four monitoring. Gamification may be a valuable tool for the future of clinical education.
Fields of Study & Subjects
Educational Games and Gamification
Simulation-Based Education in Healthcare
Virtual Reality Applications and Impacts
Publication details
- Journal / source
- The Journal of Continuing Education in Nursing
- Publisher
- SLACK, Inc.
- Volume
- 57
- Issue
- 2
- Pages
- 74–80
- Publication date
- 1 February 2026
- Language
- EN