Columbus State University
Gamification: Game-based Learning / Serious Games and 21st Century Soft Skill Development in Nursing Education
Abstract
dc:description.abstract<p>This study examined the development of 21st century skills through gamification, game-based learning (GBL), and serious games in nursing education in institutions of higher education in the United States. This paper reviews the history of gamification in nursing pedagogy through three domains of research. It includes an overview of research related to the development and implementation of gamification, GBL, and serious games in nursing education as well as the impact on the development of 21st century skills in digital natives. The focus was on the historical literature related to gamification, GBL, and serious games at institutions of higher education in nursing education to identify and analysis occurrences of 21st century skill development in historical research. Results were obtained through qualitative content analysis through the MAXQAD qualitative software program. Overall, the findings supported the use of gamification, GBL, and serious games in nursing education contributed to the development of 21st century skills among nursing students at institutions of higher education in the United States.</p>
Degree
thesis:*- Name thesis:degree_name
- Doctor of Education
- Level thesis:degree_level
- Dissertation
- Discipline thesis:degree_discipline
- Counseling, Foundations & Leadership
- Year dc:date.available
- 2023
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Adams, Stephanie Marie
- Contributors dc:contributor
-
- Dr. Robert Waller
- Dr. Sridhar Sitharaman
- Dr. Aaron Reese
Subjects
dc:subject × 9Rights
- Language dc:language
- English
Identifiers
dc:identifier.*- Repository record dc:identifier
- https://csuepress.columbusstate.edu/theses_dissertations/494
- OAI identifier oai:identifier
- oai:csuepress.columbusstate.edu:theses_dissertations-1491