Professional Documents
Culture Documents
Yeppy Vanya Fio Ovylia - 22020122120025 - Nurse Education
Yeppy Vanya Fio Ovylia - 22020122120025 - Nurse Education
A R T I C L E I N F O A B S T R A C T
Keywords: Aim: To examine the effectiveness of a psychiatric nursing board game in an undergraduate psychiatric nursing
Board game course.
Psychiatric nursing Background: Didactic teaching fails to assist students in deepening their understanding of abstract concepts in
Learning outcome
psychiatric nursing. The game-based learning of professional courses can address the demands of digital-age
Nursing students
Innovative teaching
students, which may improve their learning outcomes.
Design: A parallel two-arm experimental design was adopted in a nursing college in southern Taiwan.
Methods: The participants were fourth-year students enroled in a college nursing programme in southern Taiwan.
Simple random sampling was used to divide the class into intervention and control groups. The former partic
ipated in an eight-week game-based intervention course, while the latter continued to receive traditional in
struction. In addition to collecting the students’ demographic data, three structural questionnaires were
developed to examine the variation in students’ nursing knowledge and attitudes toward psychiatric nursing, as
well as their learning satisfaction before and after the intervention.
Results: There were a total of 106 participants, with 53 in each group. After the intervention, the two groups were
significantly different in terms of their psychiatric nursing knowledge, attitudes and self-reported learning
satisfaction. The intervention group’s scores were significantly higher than those of the control group across all
three dimensions. This suggests the positive effects of the board game intervention on students’ learning
outcomes.
Conclusion: The research outcome can be applied in formative and undergraduate nursing education in teaching
psychiatric nursing globally. The game-based learning materials developed can be used to train psychiatric
nursing teachers. Future studies should recruit a larger sample and increase the follow-up time for assessing
students’ learning outcomes, as well as examine the similarities and differences in the learning outcomes of
students from different educational systems.
1. Introduction emotion and thinking skills, as well as their roles and behaviour in the
community and social functioning. In addition, mental disorders exac
The World Health Organisation (WHO) lists mental disorders as one erbate patients’ decline in their interpersonal relationships and their
of the serious threats to humans in the 21st century. This highlights the self-care abilities, to the point that they require hospitalisation because
importance of mental health promotion and developments in mental of recurrent mental health problems. These result in complex issues
disorder prevention, treatment, rehabilitation and care (Machin & among patients and their family members in the social, psychological,
Moran, 2018; WHO, 2020). Patients with mental disorders face several economic and healthcare aspects (Andresen et al., 2011; Li and Tsai,
problems including mental health issues and ageing (Rong et al., 2018). 2017). Mental disorders and mental health are two issues of concern
The chronic state of patients’ illness gradually affects their cognition, worldwide.
* Correspondence to: College of Nursing, Kaohsiung Medical University, 100, Shih-Chuan 1st Road, Kaohsiung 80708, Taiwan.
E-mail address: biholee@kmu.edu.tw (B.-O. LEE).
1
ORCID iD: 0000–0002-9624–3888
2
ORCID iD: 0000–0003-1903–8378
https://doi.org/10.1016/j.nepr.2023.103657
Received 17 October 2022; Received in revised form 23 March 2023; Accepted 4 May 2023
Available online 9 May 2023
1471-5953/© 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
C.-S. Wu et al. Nurse Education in Practice 70 (2023) 103657
In Taiwan, psychiatric nursing is a mandatory course in undergrad In game-based learning (GBL), students learn about concepts
uate nursing courses, as well as a mandatory subject in the National through a series of meticulously designed GBL strategies as part of
Registered Nurse Licensure Examination. Currently, psychiatric nursing scaffolding (Hou, 2018; Kapp, 2012; Lin and Lai, 2017). These GBL
education is only covered briefly in undergraduate nursing education mechanisms are known to improve learners’ willingness and drive to
courses. For instance, the duration of a psychiatric nursing course in succeed, thereby strengthening their learning motivation (Wang, 2012;
nursing programmes is merely 3–4 h per week and the duration of Lu et al., 2018). GBL through board games is a popular approach
psychiatric nursing clinical placement is merely a total of 120–160 because it encourages teamwork and interaction and is convenient,
hours. Nursing students often perceive psychiatric nursing as abstract inexpensive, portable and independent of the number of players, age,
and one that requires the consolidation of the knowledge acquired weather, or devices (Luchi, 2019). Research has shown that appropriate
during the first to third years of study. Thus, students must possess integration of learning content into gaming environments improves
fundamental knowledge of psychiatric medicine, psychology, sociology, students’ learning performance and participation, promotes a happy
internal medicine, general surgery and nursing (Liao et al., 2021). gaming experience and increases their learning interests and motiva
Because of the characteristics of psychiatric disorders, it is difficult for tions (Brull and Finlayson, 2016). Another study reported that GBL can
students to understand and interact patients with psychiatric disorders help nursing students to identify meaningful connections in complex
(Lu, 2020; Wu et al., 2019). Even if the students understood the concepts nursing concepts. Educators are tasked with conveying and integrating
and knowledge acquired through textbooks, they would still feel knowledge or concepts into game-based learning so that learners can
extremely uneasy and helpless when caring these patients in clinical easily comprehend the learning content, convert their knowledge into
practice due to inadequate professional training (Lu, 2020; Wu et al., practical action and achieve positive learning outcomes based on
2019). meaningful experiences acquired during the learning process (Chang
The teaching contents in existing psychiatric nursing curricula are et al., 2022; Day-Black et al., 2015; Hou, 2018).
mostly designed by teachers. In didactic teaching, students often find it Studies have demonstrated the effectiveness of GBL in healthcare
difficult to understand abstract concepts, in addition to getting education. An early study on nursing education found that 90 %
distracted in class and therefore fail to meet the course objectives (Wu (Bayer-Hummel, 2010) and 93.4 % (Stanley and Latimer, 2011) of
et al., 2022). Considering the increasingly varied health problems and learners perceive GBL in learning as interesting and meaningful. GBL
nursing care needs of patients, as well as to strengthen students’ learning provides nursing students with a secure and useful spatial environment
motivations and their skills and knowledge, it is necessary to develop where they can repeatedly and freely experiment without having to
and evaluate psychiatric nursing educational models proactively and worry about failure or making incorrect judgements. As a result, stu
innovatively (Wu et al., 2022). Classroom instruction may be inadequate dents have less learning-related stress and anxiety (De Freitas, 2006;
in this regard because undergraduates do not have a firm grasp of mental Ghoman et al., 2020; Oblinger, 2004). Accordingly, the introduction of
disorder-related concepts and they often do not understand the concepts GBL in nursing education can facilitate more active learning experiences
taught in the class (Chiu et al., 2021). To this end, it is increasingly for students (Xu et al., 2021). According to Xu et al. (2021) literature
important to design and incorporate different teaching approaches in review of 53 studies on GBL related outcomes in 4612 nursing students
psychiatric nursing. across 16 countries, board games had the most forward-looking influ
Nursing education in Taiwan consists of undergraduate programmes ence on students’ learning outcomes. Regarding the types of interven
and vocational programmes. After graduating from junior high school, tion in nursing-related board games, most comprised simulation games
students who complete the junior college nursing programme receive an (28 %), followed by serious games (13 %), escape rooms (11 %) and
associate degree (Tsai et al., 2022). The graduation rate of junior college board games (6 %). In terms of the duration of intervention, most lasted
students is 39.8% and these students are an important human resource an hour (36 %), followed by one to two hours (19 %). Regarding the
in clinical nursing tasks. According to the Ministry of Education teaching assessment method, most studies employed questionnaires (66
Department of Statistics’ query system on the standards for classifying %). Regarding the post-intervention learning outcomes, most learners
subjects in colleges and universities, there were 14,091 nursing gradu perceived the games as fun (28 %), followed by learners reporting
ates in the 2020 academic year, 5601 (39.74%) of whom were junior improved learning satisfaction (22.6 %) and proactive learning moti
college graduates (Ministry of Education, 2022). Psychiatric nursing vations (22.6 %).
education reform is, thus, important to help students align their GBL groups have varying numbers of participants. To encourage
knowledge with clinical practice effectively. group discussions, the number of participants per group can be
increased from three to four to five to ten. If there are many students in a
2. Background class, each group should consist of no more than 16 individuals at most
(Hou, 2016). Luchi et al. (2019) examined the effects of implementing a
Wu et al. (2019) interviewed 20 nursing students majoring in psy musculoskeletal system game on the learning outcomes of undergrad
chiatry and found that common psychiatric nursing-related stressors uate students. The intervention group consisted of 21 students (phar
faced by students include incompetence in diagnosing and managing macy course) and the control group consisted of 22 students (nursing
symptoms and patient conditions, unfamiliarity with antipsychotics and course). The board game intervention was implemented for one week
their side effects and lack of patient communication skills. Further an only, but the students’ grades significantly differed. Therefore, the
alyses revealed that the possible difficulties faced by nursing students implementation of board game interventions in psychiatry education
regarding their caregiving skills include getting overwhelmed or seems promising for improving students’ learning outcomes.
confused by patients’ psychiatric symptoms and caregiving problems, According to previous qualitative studies, nursing students often
having medication-related queries and being unfamiliar with the diag encounter stress and barriers in learning psychiatry courses (Lu, 2020;
nostic criteria of the Diagnostic and Statistical Manual of Mental Dis Wu et al., 2019). The GBL methods enables students to understand
orders, Fifth Edition (DSM-5). In contrast to physical health problems, common psychiatric symptoms, medications and patient communica
the medical and caregiving demands of psychiatric-mental health tion skills, as well as enhances their learning motivations and enables
problems are often underestimated and overlooked (Rong et al., 2018; the future application of their acquired knowledge to clinical practice
Wu et al., 2019; Lu, 2020). Given that the nursing curricula are often (Wu et al., 2019). To date, even though the limited systematic literature
centred on physical illnesses, more efforts are needed to enhance the reviews have demonstrated the efficacy of GBL in nursing education,
planning of mental health-related nursing courses, teaching resources most of these studies did not perform meta-analyses to tabulate the
and clinical placements (Rong et al., 2018; Batchelor-Aselage et al., actual outcomes of implementing board game interventions in nursing
2014). education (Gauthier et al., 2019; Xu et al., 2021). Consequently, this
2
C.-S. Wu et al. Nurse Education in Practice 70 (2023) 103657
3
C.-S. Wu et al. Nurse Education in Practice 70 (2023) 103657
The data collection period began in September 2022 and concluded Regarding the psychiatric nursing attitudes scores, there were no
in January 2023. The study period per semester was 18 weeks. The pre- significant differences (t = − 1.89, p = .062) between the two groups
and post-tests were administered during the first and 18th weeks, before the GBL intervention (T0). However, there were significant dif
respectively. Before and after the GBL, participants’ demographic data ferences (t = − 3.28, p = .001) in the psychiatric nursing attitudes be
and responses to the three scales were collected by a part-time research tween the two groups after the GBL intervention (T1).
assistant who did not have any knowledge about which group a The within-group comparison of the intervention group showed that
participant belonged to. During the study period, students in the inter following the GBL intervention (T1), the students’ nursing attitudes
vention and control groups were unaware of their group assignment to toward psychiatric patients significantly improved (t = 3.46, p = .001)
evaluate the true effects of the intervention course. The participants to a score of 71.30. The control group students’ psychiatric nursing at
completed the pre-intervention test (T0) in 20 min at the beginning of titudes did not significantly differ (t = 0.96, p = .342), as their post-
semester and the post-test (T1) in 20 min at the end of the semester. The intervention score (T1) was only 66.19.
data were collected in the classroom. To prevent experimenter effects,
the first author was not present in the classroom when the students
Table 2
completed their responses.
Demographic data of the two groups (N = 106).
Intervention group Control group (n = X2 or t p
3.7. Data analysis
(n = 53) 53)
The collected data were coded and filed, and statistical analysis was number/ % or number/ % or
mean SD mean SD
performed using SPSS 23.0. The analyses covered: (a) the reliability,
Cronbach’s α, Pearson’s correlation coefficient and t-test critical value; Age (years) 28 52.83 30 56.6 0.152 0.845
18 25 47.17 23 43.4
(b) the frequency distribution, mean and standard deviation of the
19
participants’ basic information and dependent variables, as well as the Gender 6 11.32 4 7.55 0.210 1.000
test of homogeneity of the two groups’ pre-test responses; and (c) two- Male 47 88.68 49 92.45
sample t-tests and paired t-tests to determine differences in the Female
learning outcomes of the two groups. A p-value smaller than 0.05 was Board-game 31 58.50 22 3.957 0.120
experience 22 41.50 31
considered to indicate significance. Yes
No
Time spent 6.47 3.78 5.97 3.67 -0.691 0.491
online
(hour/day)
4
C.-S. Wu et al. Nurse Education in Practice 70 (2023) 103657
4.4. Pre- and post-intervention changes in the students’ self-reported There were significant differences in the two groups’ nursing atti
learning satisfaction tudes toward patients with psychiatric disorders after the GBL inter
vention. The intervention group’s attitude scores were significantly
Regarding the students’ self-reported learning satisfaction, there higher than those of the control group, which indicates that, compared
were no significant differences (t = − 0.36, p = .754) between the two with typical teaching strategies and activities, the GBL intervention
groups before the GBL intervention (T0). However, there were signifi enhanced nursing students’ attitudes toward patients’ symptoms and
cant differences (t = − 2.87, p = .005) in the self-reported learning health problems. This finding has important implications for first-time
satisfaction of the two groups after the GBL intervention (T1). In psychiatric nursing students. In previous studies, although first-time
particular, the intervention group’s post-intervention (T1) score was psychiatric nursing students’ empathy was enhanced through clinical
higher than that of the control group. placements, they continued to have stereotypical impressions and atti
The within-group comparison of the intervention group showed that tudes toward patients with mental disorders. The students were unable
following the GBL intervention, the students had significantly higher (t to improve their attitudes through clinical placements or problem-based
= 4.08, p < .001) self-reported learning satisfaction. The control group learning and some even held negative attitudes toward the patients
students’ self-reported learning satisfaction was not significantly (Choi et al., 2016; Wu et al., 2022). The present study implemented an
different (t = 0.044, p = .965) following the intervention. The results are eight-week continuous psychiatric nursing board game intervention to
presented in Table 3. help students develop positive attitudes toward patients with mental
disorders, thus highlighting the value of the intervention. Our findings
5. Discussion are consistent with previous studies that found that the learning atti
tudes of the intervention group that received GBL were better than those
This study examined the effectiveness of a novel GBL psychiatric of the control group that received traditional learning (Castro et al.,
nursing intervention on students’ knowledge, attitudes and self-reported 2019; Chang et al., 2020; Hwang and Chang, 2020).
learning satisfaction and found that the intervention achieved the ex There were significant differences in the two groups’ self-reported
pected benefits. A feature of this study is that the pre-test and post-test learning satisfaction after the GBL intervention. The intervention
measurements were taken before and at the end of a semester (18 group’s self-reported learning satisfaction was significantly higher than
weeks) and the intervention addresses the students’ needs because the that of the control group. This finding is consistent with previous
intervener (teacher) is experienced in psychiatric education and clinical studies, wherein the learners perceived that GBL had proactive effects on
practice. The study results are expected to provide new empirical evi their learning motivation and self-directed learning (Blanié et al., 2020;
dence that can be applied in psychiatric education and research. Breitkreuz et al., 2021; Lu et al., 2018). Our findings also suggest that
In this study, there were significant differences in the two groups’ student-centred teaching strategies stimulated students’ creative
nursing knowledge regarding patients with psychiatric disorders after thinking and improved their decision-making skills and interest in
the GBL intervention. Even though there were significant within-group learning. Additionally, given that nursing education in Taiwan has long
differences between the intervention and control groups, the interven been rigorous and traditional, some students may prefer traditional
tion group’s scores were significantly higher than those of the control classroom instruction instead of innovative teaching methods. Thus,
group. This is consistent with previous studies that found that GBL en students’ preferences toward different teaching methods should be
hances students’ understanding of the learning contents (Tan et al., considered when evaluating their self-reported learning satisfaction and
2017; Ghoman et al., 2020). In a study by Luchi et al. (2019), un GBL can be introduced into psychiatric nursing education on a rolling
dergraduates who engaged in a musculoskeletal system game inter basis.
vention had higher grades than the control group. As highlighted by Based on the results of this study, incorporating GBL into psychiatric
Day-Black et al. (2015), GBL can assist the young generation students to nursing education is a feasible approach. The salient results of this study
identify meaningful connections in complex nursing concepts and can be attributed to the meticulous study design. The duration of
thereby comprehend learning contents, apply their knowledge to prac intervention in most of the previous GBL studies was one hour (36%),
tical settings and achieve positive learning outcomes based on the followed by one to two hours (19 %)(Xu et al., 2021). Most of the in
meaningful experiences acquired during the learning process. terventions involved simulation games or serious games and the pre- and
post-intervention outcomes were evaluated using questionnaires. Based
Table 3 on GBL concepts, this study applied a board game that promotes group
Difference in outcome variables within and between the intervention and con interaction and is portable, inexpensive and independent of the setting,
trol groups. the number of players, age and weather (Chen and Tsai, 2022; Hsieh
Variables T1-T0 T0 T1 et al., 2018; Li et al., 2019). Similar to previous studies, GBL is an
interactive approach that improves learners’ attention and interest by
t p Mean SD Mean SD
integrating simple yet entertaining instruments that help students
Nursing 8.565 < 51.62 10.12 64.30 10.81 convert their acquired knowledge and information into long-term
knowledge 0.001***
memories, thereby transforming otherwise dull and repetitive learning
Intervention
group experiences into meaningful ones. In addition to students becoming
Control group 6.035 < 47.55 15.49 58.79 16.20 closer with each other through game-related interactions, students’
0.001*** learning motivation and behaviours about preventive medicine were
t (p) -1.60 (0.112) -2.06 (0.042*) also enhanced (C.L. Lin and Swei, 2017; J.M. Lin and Swei, 2017; Lin
Nursing attitude 3.462 0.001** 67.98 7.85 71.30 8.46
Intervention
et al., 2017). The intervention in this study was rigorously implemented
group for eight continuous weeks and the pre-post-test evaluation of the
Control group .959 0.342 65.36 6.41 66.19 7.59 learning outcomes spanned a semester (18 weeks). Thus, the evaluation
t (p) -1.89 (0.062) -3.28 (0.001**) results reflect the long-term effectiveness of the intervention, rather than
Self-learning 4.082 55.06 6.95 58.53 6.27
just the short-term effectiveness.
<
satisfaction 0.001***
Intervention
group 5.1. Implications
Control group .044 0.965 54.61 7.85 54.64 7.61
t (p) -.36 (0.754) -2.87 (0.005**)
5.1.1. Teaching practice
Note: *p < .05, **p < .01, ***p < .001. As the younger generation may need to learn through multiple
5
C.-S. Wu et al. Nurse Education in Practice 70 (2023) 103657
teaching methods, the research outcome can be applied to undergrad CRediT authorship contribution statement
uate nursing education in cross-country psychiatric nursing instruction.
The finding also suggests incorporating a dual instructor into the GBL of Study conception and design: CSW, BOL. Data collection: CSW, HLH.
psychiatric nursing education. Data analysis and interpretation: CSW, MFC, BOL. Drafting of the article:
To enhance the role of teachers as a guide and to foster student- CSW, BOL. Critical revision of the article: All authors.
teacher interactions, each group may contain six students (Chen and
Tsai, 2022; Ko et al., 2021). However, the degree of integration, its
Declaration of Competing Interest
method and frequency and the game type need to be structured and
customised better to accommodate nursing students from different
To the authors best knowledge there is no conflict of interest to
educational systems. The GBL developed in this study can also serve as a
declare.
reference in the future when designing course activities and developing
nursing teacher training programmes, which would allow them to
References
actively participate in innovative teaching and resource sharing, thus
enhancing their teaching effectiveness. Andresen, R., Oades, L.G., Caputi, P., 2011. Measures of individual recovery. Aust. N. Z.
J. Psychiatry 45 (10), 900 https://doi.org/10.3109/ 00048674.2011.580722.
5.1.2. Teaching research Batchelor-Aselage, M., DiMeglio, B., Aaron, C.S., Dugger, B.R., 2014. Infusing
geropsychiatric nursing content into curricula: challenges and solutions. J. Nurs.
Future studies should employ a more rigorous experimental design to Educ. 53 (7), 387–394. https://doi.org/10.3928/01484834-20140619-09.
enable an in-depth examination of the effectiveness of GBL. The sample Bayer-Hummel, T., 2010. The effects of jeopardy as a test preparation strategy for
size and follow-up period should be increased to examine the sustain nursing students. Teach. Learn. Nurs. 5, 12–15. https://doi.org/10.1016/j.
teln.2009.05.002.
ability of students’ learning outcomes, as well as their professional Blanié, A., Amorim, M.A., Benhamou, D., 2020. Comparative value of a simulation by
performance when providing clinical care to patients with mental dis gaming and a traditional teaching method to improve clinical reasoning skills
orders. The students in this study were undergraduate nursing students necessary to detect patient deterioration: a randomized study in nursing students.
BMC Med. Educ. 20 (1), 53. https://doi.org/10.1186/s12909-020-1939-6.
who were relatively younger. When implementing similar interventions,
Breitkreuz, K.R., Kardong-Edgren, S., Gilbert, G.E., DeBlieck, C., Maske, M., Hallock, C.,
future studies should adopt different designs based on the age of the Lanzara, S., Parrish, K., Rossler, K., Turkelson, C., Ellertson, A., Brown, K.N.,
students and the educational system in each country. Swetavage, T., Werb, M., Kuchler, E.G., Saiki, L.S., Noe, S.R., 2021. A multi-site
study examining the usability of a virtual reality game designed to improve retention
of sterile catheterization skills in nursing students. Simul. Gaming 52 (2), 169–184.
5.1.3. Limitations https://doi.org/10.1177/1046878120954891.
The participants of this study were recruited from the same school, Castro, M.J., López, M., Cao, M.J., Fernández-Castro, M., García, S., Frutos, M.,
which restricts the generalisability of the study results. The outcomes of Jiménez, J.M., 2019. Impact of educational games on academic outcomes of students
in the degree in nursing. PLOS One 14, 1–12. https://doi.org/10.1371/journal.
the intervention were only evaluated before and after its implementa pone.0220388.
tion and therefore, it is difficult to examine its long-term effects on Chang, C.Y., Kao, C.H., Hwang, G.J., Lin, F.H., 2020. From experiencing to critical
nursing students. In addition, certain items on the knowledge and atti thinking: a contextual game-based learning approach to improving nursing students’
performance in electrocardiogram training. Educ. Technol. Res. Dev. 68, 1225–1245.
tude scales used in this study referred to older adults with mental ill Chang, Y.S., Hu, S.H., Kuo, S.W., Chang, K.M., Kuo, C.L., Nguyen, T.V., Chuang, Y.H.,
nesses. It may restrict the transformation of the outcome to teaching 2022. Effects of board game play on nursing students’ medication knowledge: a
practice or teaching research. randomized controlled trial. Nurse Educ. Pract. 63, 103412 https://doi.org/
10.1016/j.nepr.2022.103412.
Chen, M.F., Tsai, C.C., 2022. The effectiveness of a thanks, sorry, love and farewell board
6. Conclusions game in older people in Taiwan: a quasi-experimental study. Int. J. Environ. Res.
Public Health 19 (5), 3146. https://doi.org/10.3390/ijerph19053146.
Chiu, W.H., Lee, S., Ho, C.J., 2021. Design and application of board game learning: an
This study’s findings can be applied to undergraduate nursing edu
example for medical-surgical nursing course. J. Nurs. 68 (6), 6–12. https://doi.org/
cation in teaching psychiatric nursing across international borders. This 10.6224/JN.202112_68(6).02.
study incorporated a psychiatric nursing board game intervention into Choi, H., Hwang, B., Kim, S., Ko, H., Kim, S., Kim, C., 2016. Clinical education in
psychiatric mental health nursing: overcoming current challenges. Nurse Educ.
psychiatric nursing education and found that the intervention improved
Today 39, 109–115. https://doi.org/10.1016/j.nedt.2016.01.021.
students’ nursing knowledge, attitudes toward patients with mental Day-Black, C., Merrill, E.B., Konzelman, L., Williams, T.T., Hart, N., 2015. Gamification:
disorders and their self-reported learning satisfaction. The findings an innovative teaching-learning strategy for the digital nursing students in a
suggest that the intervention is effective for improving psychiatric community health nursing course. ABNF J. 26 (4), 90–94.
De Freitas, S., 2006. Learning in Immersive Worlds: A Review of Game-based Learning.
nursing education. The results add to the empirical evidence on psy JISC, Bristol.
chiatric education and can be applied to psychiatric education and Faul, F., Erdfelder, E., Buchner, A., Lang, A.G., 2009. Statistical power analyses using
research in the future. We recommend employing a dual instructor G*Power 3.1: tests for correlation and regression analyses. Behav. Res Methods 41
(4), 1149–1160. https://doi.org/10.3758/BRM.41.4.1149.
system when implementing the board game in psychiatric education, to Gauthier, A., Kato, P.M., Bul, K.C.M., Dunwell, I., Walker-Clarke, A., Lameras, P., 2019.
improve student-teacher interactions and achieve better learning out Board games for health: a systematic literature review and meta-analysis. Games
comes. The teaching material designed in this study can be used to train Health J. 8 (2), 85–100. https://doi.org/10.1089/g4h.2018.0017.
Ghoman, S.K., Patel, S.D., Cutumisu, M., von Hauff, P., Jeffery, T., Brown, M.,
psychiatric education teachers. Future educational studies should in Schmölzer, G.M., 2020. Serious games, a game changer in teaching neonatal
crease the sample size and follow-up period to examine the sustain resuscitation? A review. Arch. Dis. Child. Fetal Neonatal Ed. 105 (1), 98–107.
ability of students’ learning outcomes, as well as the similarities and https://doi.org/10.1136/archdischild-2019-317011.
Hou, H.T., 2016. Game-based learning. Parenting.
differences in the learning outcomes of students from different nursing
Hou, H.T., 2018. Entertaining and entertaining Knowledge-themed board game design.
education systems. Tkdbooks: Taipei.
Hsieh, C.H., Chang, Y.H., Wu, S.M., 2018. Application of team-based games in the
classroom: teaching medical terminology as an example. J. Nurs. 65 (6), 111–116.
Funding
https://doi.org/10.6224/JN.201812_65(6).14.
Hwang, G.J., Chang, C.Y., 2020. Facilitating decision-making performances in nursing
This study was funded by the 2021 Ministry of Education in Taiwan. treatments: a contextual digital game-based flipped learning approach. 〈https://doi.
org/10.1080/10494820.2020.17653〉.
Kapp, K.M., 2012. The gamification of learning and instruction: game-based methods and
IRB strategies for training and education. Pfeifler.
Ko, Y.C., Chang, C.P., Hung, C.W., Wu, S.F., 2021. A game-based learning approach to
NCKU HREC-E-110–367–2. improving the effectiveness of T1DM care by 2-year PGY nurses. J. Health Sci. 8 (1),
57–67. https://doi.org/10.6979/TJHS.202109_ 8(1).0005.
Li, C.J., Su, H.C., Chen, P.J., Pan, W.L., Hsiao, C.L., Hu, S.H., Jen, H.J., 2019. The
learning effectiveness of innovative game-based learning on high alert medications
6
C.-S. Wu et al. Nurse Education in Practice 70 (2023) 103657
use among new nurses. N. Taipei J. Nurs. 21 (2), 1–11. https://doi.org/10.6540/ Rong, J.R., Wu, C.S., Liao, S.J., 2018. Development of geropsychiatric nursing role and
NTJN.201909_21(2).0001. competency. Yuan-Yuan Nurs. 12 (3), 5–13. https://doi.org/10.6530/YYN.201811_
Li, J.B., Tsai, S.L., 2017. The development of psychiatric and mental health nursing in 12(3).0001.
Taiwan: reflection from the perspective of recovery. J. Nurs. 64 (3), 5–11. https:// Stanley, D., Latimer, K., 2011. ’The Ward’: a simulation game for nursing students. Nurse
doi.org/10.6224/JN.000034. Educ. Pract. 11, 20–25. https://doi.org/10.1016/j.nepr.2010.05.010.
Liao, C.A., Shia, S.J., Liu, W.I., 2021. Concepts of psychiatric nursing. In: Shia, S.J. (Ed.), Tan, A.J.Q., Lee, C.C.S., Lin, P.Y., Cooper, S., Lau, L.S.T., Chua, W.L., Liaw, S.Y., 2017.
Psychiatric Nursing: Concept and Practice. Farseeing Publishing Group, pp. 23–42. Designing and evaluating the effectiveness of a serious game for safe administration
Lin, C.L., Lai, W.W., 2017. The loop mode of educational board game design. Second. of blood transfusion: a randomized controlled trial. Nurse Educ. Today 55, 38–44.
Educ. 68 (2), 29–42. https://doi.org/10.6249/SE.2017.68.2.03. https://doi.org/10.1016/j.nedt.2017.04.027.
Lin, J.M., Swei, T.H., 2017. Application research and analysis on the integration of board Tsai, C.H., Liu, Y.M., Chang, W., Huang, H.P., 2022. Effects of teacher guidance based on
games into vocabulary learning. Taiwan Educ. Rev. Mon. 6 (4), 196–202. path–goal theory on the pass rate of 5-year associate degree nursing students who
Lin, P.Y., Lin, S.H., Lin, H.F., 2017. Enhance the awareness of high-phosphorus diet in delayed graduation. Chang Gung J. Sci. 36, 19–32. https://doi.org/10.6192/
hemodialysis patients through a creative education model. J. TNNA 16 (2), 44–59. CGUST.202206_(36).3.
https://doi.org/10.3966/172674042017061602004. Wang, C.Y., 2012. The Effects of Computer Adventure Game-Based Learning on Learning
Lu, C.F., Wu, S.M., Shu, Y.M., Yeh, M.Y., 2018. Applying game-based learning in nursing Achievement, Motivation and Attitudes in “English for Educational Technology”
education: empathy board game learning. J. Nurs. 65 (1), 96–103. https://doi.org/ Course, (Unpublished master’s thesis). Tamkang University.
10.6224/JN.201802_65(1).13. World Health Organization, 2020. August. World Mental Health Day: an opportunity to
Lu, S.F., 2020. Psychiatry nursing care teaching using MOOCs experience. Tzu Chi Nurs. kick- start a massive scale-up in investment in mental health. Retrieved from
J. 19 (3), 30–33. https://doi.org/10.6974/TCNJ. 〈http://www.who.int/news/item/27–08-2020-world-mental-health-day-an-
Luchi, K.C.G., Cardozo, L.T., Marcondes, F.K., 2019. Increased learning by using board opportunity-to-kick-start-a-massive-scale-up-in-investment-in-mental-health〉.
game on muscular system physiology compared with guided study. Adv. Physiol. Wu, C.S., Rong, J.R., Liao, W.K., Chang, H., W. Hsu, W.N., 2019. The clinical earning
Educ. 43 (2), 149–154. https://doi.org/10.1152/advan.00165.2018. experiences of nursing students caring for elderly schizophrenia inpatients. Int. J.
Ministry of Education 2022. The total development scale and resource condition Stud. Nurs. 4 (4), 42–54. https://doi.org/10.20849/ijsn.v4i4.660.
standards of institutions of higher education. Retrieved from 〈https://stats.moe.gov. Wu, C.S., Chang, S.H., Lin, K.C., Rong, J.R., 2022. Effectiveness of a problem-based
tw/bcode/〉. geropsychiatric nursing clinical internship program. Int. J. Environ. Res. Publ.
Machin, A.I., Moran, S., 2018. Health promotion. In: Norman IRyrie I, eds. The Art and Health 19 (7), 4318. https://doi.org/10.3390/ijerph19074318.
Science of Mental Health Nursing: Principles and Practice. Open University Press, Xu, Y., Lau, Y., Cheng, L.J., Lau, S.T., 2021. Learning experiences of game-based
Maidenhead, pp. 48–59. educational intervention in nursing students: a systematic mixed-studies review.
Oblinger, D., 2004. The next generation of educational engagement. J. Inter. Media Educ. Nurse Educ. Today 107, 105139. https://doi.org/10.1016/j.nedt.2021.105139.
8, 1–18. https://doi.org/10.5334/2004-8-oblinger.