Leveling Up: A Video Game for Critical Care Nursing Education

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Authors: James Cho, Stephanie Chan, Min Yang, Harmony Huang, Laura Ream, Daniel Saddawi-Konefka, David Hao
Cited by: 2
References: 6

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