Effectiveness of a Gamification-Based Intervention for Learning a Structured Handover System Among Undergraduate Nursing Students: A Quasi-Experimental Study

<b>Background/Objectives</b>: Effective clinical handover is a critical component of nursing care, particularly in mental health settings, where the transfer of clinical and behavioral information is essential for both patients' and health personnel's safety. Gamification has emerged as a promising strategy to enhance clinical education, yet few interventions have focused specifically on mental health care contexts. This study aimed to evaluate the effectiveness of a serious game designed to teach the SBAR (Situation, Background, Assessment, Recommendation) handover framework to undergraduate nursing students through a psychiatric care unit scenario. <b>Methods</b>: A quasi-experimental pre-post design was employed with a convenience sample of 48 nursing students from a Northern Italian university. Participants completed a test assessing their ability to organize clinical information according to the SBAR model before and after the game intervention. Students' experience was assessed using the Player Experience Inventory. <b>Results</b>: A statistically significant improvement in SBAR application was observed post-intervention. The majority of students reported a positive experience across PXI domains such as Meaning, Challenge, Progress Feedback, and Enjoyment. Comparisons with a previously validated video-based nursing serious game showed a consistent overall pattern in response trends. <b>Conclusions</b>: The SG was an effective and engaging educational tool for improving structured handover skills in nursing students. Gamification may represent a valuable complement to traditional instruction in nursing education, especially in high-communication clinical areas such as mental health. Further research is needed to assess long-term retention and to explore more immersive formats.

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Publication Details

Journal
Nursing Reports
Published
2025-09-04
DOI
https://doi.org/10.3390/nursrep15090322
Primary Topic
Health Education and Validation
Type
article
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article

Effectiveness of a Gamification-Based Intervention for Learning a Structured Handover System Among Undergraduate Nursing Students: A Quasi-Experimental Study

Stefano Terzoni, Diego Lopane, Anne Destrebecq, Antonio Bonacaro et al.
Nursing Reports
Health Education and Validation
article

Effectiveness of a Gamification-Based Intervention for Learning a Structured Handover System Among Undergraduate Nursing Students: A Quasi-Experimental Study

Stefano Terzoni, Diego Lopane, Anne Destrebecq, Antonio Bonacaro, Mauro Parozzi, Stefano Mancin, Maura Lusignani, Sara Morales Palomares, Paolo Ferrara, Elisabetta Mezzalira, Marco Enrico Sguanci, Irene Meraviglia
article en

Abstract

<b>Background/Objectives</b>: Effective clinical handover is a critical component of nursing care, particularly in mental health settings, where the transfer of clinical and behavioral information is essential for both patients' and health personnel's safety. Gamification has emerged as a promising strategy to enhance clinical education, yet few interventions have focused specifically on mental health care contexts. This study aimed to evaluate the effectiveness of a serious game designed to teach the SBAR (Situation, Background, Assessment, Recommendation) handover framework to undergraduate nursing students through a psychiatric care unit scenario. <b>Methods</b>: A quasi-experimental pre-post design was employed with a convenience sample of 48 nursing students from a Northern Italian university. Participants completed a test assessing their ability to organize clinical information according to the SBAR model before and after the game intervention. Students' experience was assessed using the Player Experience Inventory. <b>Results</b>: A statistically significant improvement in SBAR application was observed post-intervention. The majority of students reported a positive experience across PXI domains such as Meaning, Challenge, Progress Feedback, and Enjoyment. Comparisons with a previously validated video-based nursing serious game showed a consistent overall pattern in response trends. <b>Conclusions</b>: The SG was an effective and engaging educational tool for improving structured handover skills in nursing students. Gamification may represent a valuable complement to traditional instruction in nursing education, especially in high-communication clinical areas such as mental health. Further research is needed to assess long-term retention and to explore more immersive formats.

Nursing ReportsVol. 15(9)
University of Rome Tor Vergata (IT), University of Parma (IT), AOL (United States) (US), University of Padua (IT), Università Campus Bio-Medico (IT), University of Milan (IT), Ospedale San Paolo (IT), General Hospital of Rhodes (GR), IRCCS Humanitas Research Hospital (IT), University of Calabria (IT)
Openalex Percentile: Top 74%
Health Education and Validation
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