The Efficacy of a Gamification Platform on the Professional Development of Different Generations of Critical Care Nurses
98 Pages Posted: 24 Jun 2019
Date Written: June 14, 2019
Ongoing professional educational needs for critical care nurses in the modern critical care environment are at an all-time high. Patient acuity and technology have significantly increased, while resources for critical care has decreased (Nates et al., 2016). Professional development activities are poorly attended, costly, and have uncertain outcomes (Viljoen, Coetzee, & Heyns, 2017). The goal of this quantitative, retrospective, comparative project was to evaluate the efficacy of a brief, online, spaced learning, education platform (Qstream) as an option for the professional development of critical care nurses. This project was explicitly designed to identify if the age of the nurse affects their engagement and competency scores. Qscores are analytics automatically calculated by the Qstream learning management device that reflects competency and engagement. The advanced statistical analysis sought to find a relationship between Qscores and the age of the participants. Institutional Review Board (IRB) approval was obtained from both the study institution and American Sentinel University before beginning any data collection. The significant finding for this project was Qstream competency and engagement were not affected by the age of the nurse (F (2, 115) =.62, p =.539). The average participant gain in competency was 24%. A significant education cost savings were noted ($46,900 in 2018) as compared with didactic or online modules educational platforms. In conclusion, Qstream is an effective platform for the professional development of all generations of bedside nurses.
Keywords: Gamification, Qstream, Nurses, Critical Care, Education, Professional Development, Qscores
Suggested Citation: Suggested Citation