Leveraging gamified environments in nursing education: A foundation for AI-enhanced adaptive learning and student mental health

• Positive student perceptions of gamification correlate with higher DREEM-12 scores. • Over 90% of nursing students agree gamification enhances engagement and learning. • Gamified learning is identified by 85.5% of students as a tool to manage stress. • A significant decline in environment satisfaction occurs in the final semesters. • Findings support gamification as a holistic strategy for nursing student success. The future of nursing education demands a shift toward technologically advanced strategies to prepare practice-ready nurses and address student mental health. While Artificial Intelligence (AI) and adaptive learning represent the next frontier, gamification serves as a critical pedagogical precursor and data-rich environment. This study explores the effects of gamified learning on the educational environment among nursing students, specifically examining its role in supporting mental health coping skills as a foundational step toward AI-driven adaptive systems. A descriptive quantitative design was conducted with a convenience sample of BSN students ( n = 109). Students’ perceptions of gamification’s impact were correlated with the Dundee Readiness Educational Environment Measure (DREEM-12) and a key single-item indicator (SII) on stress and anxiety coping, using descriptive, bivariate, and multivariate analyses. Gamification was found to be effective in reinforcing learning and improving student outcomes among 92% of the participants. The DREEM-12 scale was significantly correlated with semester level, engagement, learning, student outcomes, and coping (p < 0.05). Critically, 85.5% of participants aware of gamification reported it was effective in helping them cope with course-related stress and anxiety. Implementing innovative strategies like gamification, and its evolution into AI-enhanced adaptive learning, addresses diverse learning needs and is a valuable pedagogical strategy. The strong link between gamified learning and enhanced student coping skills underscores the need for educators to integrate these methods to improve the learning environment, bolster student mental well-being, and ultimately support retention.

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Next research.
Published
2026-03-07
DOI
https://doi.org/10.1016/j.nexres.2026.101569
Primary Topic
Educational Games and Gamification
Type
article
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article

Leveraging gamified environments in nursing education: A foundation for AI-enhanced adaptive learning and student mental health

L Morgan, Mayantoinette F. Watson, Marion Patti, Naga Seisasi Pamulapati
Next research.
Educational Games and Gamification
article

Leveraging gamified environments in nursing education: A foundation for AI-enhanced adaptive learning and student mental health

L Morgan, Mayantoinette F. Watson, Marion Patti, Naga Seisasi Pamulapati
article en

Abstract

• Positive student perceptions of gamification correlate with higher DREEM-12 scores. • Over 90% of nursing students agree gamification enhances engagement and learning. • Gamified learning is identified by 85.5% of students as a tool to manage stress. • A significant decline in environment satisfaction occurs in the final semesters. • Findings support gamification as a holistic strategy for nursing student success. The future of nursing education demands a shift toward technologically advanced strategies to prepare practice-ready nurses and address student mental health. While Artificial Intelligence (AI) and adaptive learning represent the next frontier, gamification serves as a critical pedagogical precursor and data-rich environment. This study explores the effects of gamified learning on the educational environment among nursing students, specifically examining its role in supporting mental health coping skills as a foundational step toward AI-driven adaptive systems. A descriptive quantitative design was conducted with a convenience sample of BSN students ( n = 109). Students’ perceptions of gamification’s impact were correlated with the Dundee Readiness Educational Environment Measure (DREEM-12) and a key single-item indicator (SII) on stress and anxiety coping, using descriptive, bivariate, and multivariate analyses. Gamification was found to be effective in reinforcing learning and improving student outcomes among 92% of the participants. The DREEM-12 scale was significantly correlated with semester level, engagement, learning, student outcomes, and coping (p < 0.05). Critically, 85.5% of participants aware of gamification reported it was effective in helping them cope with course-related stress and anxiety. Implementing innovative strategies like gamification, and its evolution into AI-enhanced adaptive learning, addresses diverse learning needs and is a valuable pedagogical strategy. The strong link between gamified learning and enhanced student coping skills underscores the need for educators to integrate these methods to improve the learning environment, bolster student mental well-being, and ultimately support retention.

Next research.Vol. 8
National Society of Professional Engineers (US)
Quality Education
Openalex Percentile: Top 34%
Educational Games and Gamification
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