Del Pozo-Herce Pablo, Tovar-Reinoso Alberto, García Carpintero-Blas Eva, Casaux Huertas Ana, Ruiz de Viñaspre-Hernández Regina, Martínez-Sabater Antonio, Chover-Sierra Elena, Rodríguez-García Marta, Juarez-Vela Raul
Research Group on Innovation in Health Care and Nursing Education (INcUidE), UNIE University, Madrid, Spain.
Madrid Renal Foundation, Madrid, Spain.
JMIR Nurs. 2025 Jun 20;8:e71921. doi: 10.2196/71921.
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.
This study aims to describe nursing students' perceptions of mental disorders using interactive cards as a gamification tool.
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.
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.
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.
游戏化已成为教育领域一种创新的教学策略,即将游戏工具应用于教学过程以提高学生的学习动机和参与度。
本研究旨在描述护理专业学生使用交互式卡片作为游戏化工具对精神障碍的认知。
本研究在西班牙马德里一所大学的护理学院开展,50名攻读护理学学位的一年级学生参与了普通与发展心理学课程。2024年3月至4月间,通过焦点小组和带有半结构化访谈问题的反思性叙述收集数据。数据收集后,生成了访谈记录,并按照定性研究报告统一标准(COREQ)清单进行了主题分析。
分析共得出三个主题:(1)对精神障碍的认知与污名化,(2)学习精神障碍过程中的情感联系与个人反思,(3)游戏化工具及其对学习的影响。
游戏化,尤其是通过交互式卡片,在护理教育中对教授心理学和精神障碍知识很有价值。它能让学生对精神疾病有更深入的临床理解,并探索其情感和社会层面。这种方法促进情感反思,减少污名化,并鼓励积极参与,有助于培养更具同理心、善于反思且准备更充分的护理专业人员。将其融入教育项目可提升心理健康护理所需的学术和人文能力。