Playful experience, learning perception, and motivation in a cooperative escape room activity in undergraduate nursing education: A mixed-methods study

Escape rooms are an innovative pedagogical approach based on problem-solving and focused on the student's autonomous learning competencies to resolve a realistic or fictitious situation. Assessment of students' perception of their own learning and motivation with this approach, and the qualitative description of escape rooms is limited. To evaluate the gameful experience, learning perception, and motivation in cooperative learning among students participating in an escape room. All sophomore nursing students enrolled in the subject ‘History, Theory and Methods of Nursing II’. A sequential explanatory mixed-methods design was employed. Quantitative data were collected through Gameful Experience Scale (GAMEX) and Cooperative Playful Learning Strategies (CMELAC) after the escape room activity. The qualitative phase involved thematic analysis of interviews to explore students' perceptions of the activity. Quantitative analysis revealed high enjoyment (4.64 ± 0.62 out of 6 points) and activation (4.34 ± 0.87 out of 6 points) scores, with significant correlations between GAMEX and CMELAC total scores (r = 0.566, p < 0.001). Qualitative themes highlighted camaraderie, fun, and applicability of learning as positive aspects, while limited resources and negative competitiveness were noted challenges. Integrated data showed that high GAMEX scores correlated with positive qualitative experiences. The escape room activity was an effective educational tool, enhancing engagement, teamwork, and application of nursing concepts. While resource constraints and competitive elements posed challenges, the activity supported meaningful learning and active participation. This study underscores the potential of gamified strategies in nursing education, recommending further research on scalable adaptations and robust assessment of learning outcomes. • Escape rooms improve engagement, teamwork and creative thinking in nursing students. • Gameful Experience Scale and Cooperative Playful Learning Strategies scores correlated. • Nursing students valued camaraderie, fun and real-world applicability of learning. • Resource limitations and competitiveness were noted as challenges.

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Publication Details

Journal
Learning and Instruction
Published
2025-08-18
DOI
https://doi.org/10.1016/j.learninstruc.2025.102212
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Playful experience, learning perception, and motivation in a cooperative escape room activity in undergraduate nursing education: A mixed-methods study

Rocío Romero‐Castillo, Pablo Fernández-León, Javier Fagundo-Rivera, Miguel Garrido-Bueno et al.
2 citations
Learning and Instruction
Educational Games and Gamification
6.89
article

Playful experience, learning perception, and motivation in a cooperative escape room activity in undergraduate nursing education: A mixed-methods study

Rocío Romero‐Castillo, Pablo Fernández-León, Javier Fagundo-Rivera, Miguel Garrido-Bueno, Nadine Badillo-Sánchez
article en
2 citations

Abstract

Escape rooms are an innovative pedagogical approach based on problem-solving and focused on the student's autonomous learning competencies to resolve a realistic or fictitious situation. Assessment of students' perception of their own learning and motivation with this approach, and the qualitative description of escape rooms is limited. To evaluate the gameful experience, learning perception, and motivation in cooperative learning among students participating in an escape room. All sophomore nursing students enrolled in the subject ‘History, Theory and Methods of Nursing II’. A sequential explanatory mixed-methods design was employed. Quantitative data were collected through Gameful Experience Scale (GAMEX) and Cooperative Playful Learning Strategies (CMELAC) after the escape room activity. The qualitative phase involved thematic analysis of interviews to explore students' perceptions of the activity. Quantitative analysis revealed high enjoyment (4.64 ± 0.62 out of 6 points) and activation (4.34 ± 0.87 out of 6 points) scores, with significant correlations between GAMEX and CMELAC total scores (r = 0.566, p < 0.001). Qualitative themes highlighted camaraderie, fun, and applicability of learning as positive aspects, while limited resources and negative competitiveness were noted challenges. Integrated data showed that high GAMEX scores correlated with positive qualitative experiences. The escape room activity was an effective educational tool, enhancing engagement, teamwork, and application of nursing concepts. While resource constraints and competitive elements posed challenges, the activity supported meaningful learning and active participation. This study underscores the potential of gamified strategies in nursing education, recommending further research on scalable adaptations and robust assessment of learning outcomes. • Escape rooms improve engagement, teamwork and creative thinking in nursing students. • Gameful Experience Scale and Cooperative Playful Learning Strategies scores correlated. • Nursing students valued camaraderie, fun and real-world applicability of learning. • Resource limitations and competitiveness were noted as challenges.

Learning and InstructionVol. 100
Universidad de Huelva (ES), Universidad de Sevilla (ES)
Openalex Percentile: Top 3%
Educational Games and Gamification
6.89
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