Active-learning strategies: The use of a game to reinforce learning in nursing education. A case study
Abstract
The majority of nursing students are kinesthetic learners, preferring a hands-on, active approach to education. Research shows that active-learning strategies can increase student learning and satisfaction. This study looks at the use of one active-learning strategy, a Jeopardy-style game, 'Nursopardy', to reinforce Fundamentals of Nursing material, aiding in students' preparation for a standardized final exam. The game was created keeping students varied learning styles and the NCLEX blueprint in mind. The blueprint was used to create 5 categories, with 26 total questions. Student survey results, using a five-point Likert scale showed that they did find this learning method enjoyable and beneficial to learning. More research is recommended regarding learning outcomes, when using active-learning strategies, such as games.
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[35] highlighted that game-based learning transforms teachers into active participants and facilitators, in contrast to the traditional approach where teachers deliver information to passive students.
“Additionally [35], highlighted that game-based learning transforms teachers into active participants in the learning process, as well as facilitators, in contrast to the traditional approach where teachers simply deliver information to passive students who may be disengaged or inattentive.”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [35]
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Gardeli, A., & Vosinakis, S. (2025) · Discover Education · doi:10.1007/s44217-025-00899-4 · Cited by 3 · see citing works
- Authors
- Boctor, L.
- Affiliations
- University of Alabama in Huntsville (US)
- Corresponding author
- Boctor, Lisa
- Venue
- Nurse Education in Practice
- Publisher
- Elsevier BV
- Published
- 2013-03
- Volume
- 13
- Issue
- 2
- Pages
- 96-100
- ISSN
- 1471-5953 (ISSN-L)
- OpenAlex
- W2070140916
- Cited by
- 194
- References
- 0
- Citations by year
- 2026: 5 · 2025: 18 · 2024: 24 · 2023: 26 · 2022: 15 · 2021: 16 · 2020: 26 · 2019: 7 · 2018: 13 · 2017: 14 · 2016: 15 · 2015: 9 · 2014: 4 · 2013: 2
- FWCI
- 9.02
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Nurse Education in Practice (publishedVersion)
- PubMed (publishedVersion)
- The Journal of nursing care
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methods
- Health Sciences › Medicine › Public Health, Environmental and Occupational Health › Innovations in Medical Education
- Keywords
- active learning, game-based learning, nursing students, kinesthetic learners, nursing fundamentals, NCLEX preparation, student satisfaction
- MeSH terms
- Education, Nursing, Games, Experimental, Humans, Reinforcement, Psychology, Students, Nursing, Nursing Education Research, Nursing Evaluation Research, Nursing Methodology Research, Problem-Based Learning
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