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Single-arm evaluation of a video game shows improved knowledge in ICU nurses, suggesting gamification's effectiveness.
Background: Gamified learning may offer an accessible, time-efficient, and engaging modality for continuing education for nurses working in an intensive care unit (ICU). This study evaluated the effectiveness of a role-playing video game in improving ICU nurses' knowledge of train-of-four monitoring and assess attitudes toward gamified learning. Method: A single-arm pretest–posttest study was conducted with 17 nurses working in a surgical ICU. Participants completed an eight-item test before and after a 15-minute tablet-based game involving clinical decision-making. The Wilcoxon signed-rank test was used to compare pretest and posttest results. An 11-item postgame survey was used to assess engagement, usability, and the learning experience. Results: Mean scores improved from 3.41 to 7.12 of a possible score of 8 ( p < .001). Most nurses found the game engaging (88.2%), easy to use (94.1%), and educationally effective (100%). Participant comments praised its relevance and interactivity. Conclusion: A short, gamified intervention was well received and was associated with improved knowledge of train-of-four monitoring. Gamification may be a valuable tool for the future of clinical education.
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Cho et al. (2026) studied this question.
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