1. Garrison, Elisabeth MSN, MBA, APN, ACNP-BC, CWON, NPD-BC
  2. Colin, Sharon MSN, RNC-NIC
  3. Lemberger, Olivia MSN, RN, CHSE
  4. Lugod, Maureen MSN, RN, CEN


OBJECTIVE: The nursing professional development department purchased technology to create an innovative structure to engage nurses in educational offerings. The purpose of this study is to examine the effect of incorporating gamification on knowledge acquisition.


BACKGROUND: Nursing administrators should support the use of gamification to improve the nurses' acquisition of knowledge. The clinical educators traditionally utilize lecture-based educational offerings preventing students from active participation. Gamification promotes learner engagement, critical thinking, and enjoyment.


METHODS: A quasi-experimental study design with a 230-person convenience sample compared the knowledge acquisition of nurses before and after new hire orientation and basic electrocardiogram course. Technology purchased included iPad, GoPro, mobile apps, and websites.


RESULTS: Incorporating gamification technology resulted in an increase in knowledge acquisition and engagement of learners.


CONCLUSION: Findings demonstrate gamification as an effective way to increase knowledge acquisition when compared with traditional methods.