Its All Fun & Games
Introduction
Experts in pediatrics and advocates for children participate in the 2025 Pediatric Virtual Symposium which takes place live on October 10, 2025, with access to sessions through December 31, 2025.
Key note presentation: "It's all fun and games until someone learns something" by:
- Daniela Moscarella, DNP, APN, CPNP-PC, PMHS, CCRN-k
- Diane Gillooly, DNP, APN, RN-BC
- Maryse Bouton, MSN, RN, CWCN
- Rutgers University School of Nursing
Presentation is under the auspices of the National Association of Pediatric Nurse Practitioners (2025).
Speaker Disclosure
- The speakers declare no financial relationships with commercial interests.
- The presentation contains no references to unlabeled or unapproved uses of medications or products.
Objectives
- The learner will be able to:
- Define types of generational learning needs.
- Describe how gamification can meet student learning needs while increasing engagement.
- Identify various activities that can be utilized in the classroom to enhance learning experiences while meeting generational needs.
Importance of Engagement in Nursing Education
- Encourages student participation and contributes to effective learning.
The Millennial Generation
Attributes
- Known as the "internet generation."
- Digital natives; familiar and comfortable with technology from a young age.
- Good collaborators who value social networking (e.g., Facebook, Instagram).
- Prefer mobile communication methods.
Learning Preferences
- Favor hands-on learning experiences over lecture-based methods.
- Engage actively with technology-based learning environments.
- Typically work well in group projects and seek interactive experiences.
Generation Z
Attributes
- Highly tech-savvy with a natural inclination towards technology.
- Thrive in hands-on learning environments and prefer interactive experiences.
- Exhibit short attention spans and may struggle with focus and patience.
- Are open-minded and seek instant gratification.
Learning Preferences
- Prefer individual, self-paced learning experiences.
- Engage best in active and visually stimulating learning environments.
- Appreciate immediate and constructive feedback on their performance.
- Value short, visually-rich content to facilitate understanding.
What is Gamification?
- Defined as:
- Hands-on active learning activities that utilize game elements in non-game settings.
- Implementation of games to achieve learning outcomes.
Benefits of Gamification
- Increases student engagement and classroom participation.
- Provides instant feedback, making learning not only fun but also memorable.
- Supports mastery of skills and fosters critical thinking abilities.
Gamification Techniques in Action
Four areas identified where gamification enhances learning in pediatric nursing courses:
- Cardiac anomalies.
- Cerebral disorders.
- Gastrointestinal disorders.
- Endocrine disorders.
Implementation examples in classrooms for each area included:
- Reward systems with small incentives (points added to grades, candy, stickers).
Cardiac Clay Modeling
- Students engage in models to learn about congenital heart defects.
Neurological Bingo
- A gameplay format utilizing:
- Readings and case studies from cerebral dysfunction, head injuries, neurological disorders.
- A 20-space bingo card where students mark disorders called out by the instructor to foster engagement.
Use in APN/PNP Program
- Bingo can be used as a pre-test to recap prior knowledge and synthesize concepts covered previously, adaptable to virtual environments through electronic tools like bingobaker.com.
Gastrointestinal "Guess Who's Coming to Dinner?"
- An 11-question quiz game conducted on the Kahoot platform covering common pediatric gastrointestinal problems such as:
- Hirschsprung Disease.
- Celiac Disease.
- Intussusception.
- Pyloric Stenosis.
- Biliary Atresia.
- Appendicitis.
- Crohn's Disease.
Kahoot in APN/PNP Programs
- Enhances critical thinking while providing opportunities for self-reflection.
- Reinforces disease management using board-like questions.
- Kahoot Jumble can be used for prioritization skills in clinical settings.
Endocrine Escape Room
- Problem-based, time-constrained activities requiring collaboration, reinforcing skills such as decision-making under pressure and teamwork.
Impact of Gamification
- Assessment scores indicated improved teaching effectiveness based on student instructional rating surveys for pediatric nursing sections.
- Activities such as cardiac clay modeling and cerebral bingo enhanced students' understanding and engagement.
AACN Essentials and Competencies Supported by Gamification
- Gamification supports several AACN Baccalaureate Essentials:
- Domain 1: Knowledge for Nursing Practice
- Implementation of case studies and simulation-based quizzes enables students to apply theoretical knowledge.
- Domain 2: Person-Centered Care
- Role-playing games enhance communication skills and empathy.
- Domain 3: Population Health
- Public health challenge simulations facilitate clinical reasoning for real-world applications.
- Domain 4: Quality and Safety
- Error-identification games reinforce the importance of safety in care delivery.
- Domain 6: Interprofessional Partnerships
- Team-based games enhance collaboration skills within multidisciplinary teams.
Ongoing Domains of Competency
- Comprehensive coverage from Domain 7 (Systems Based Practice) to Domain 10 (Personal, Professional, & Leadership Development) designs learning environments that reflect real healthcare challenges and instill professionalism.
Implementation Tips for Educators
- Activities designed should be:
- Fun and competitive while connecting directly to learning objectives.
- Relevant to the curriculum and informative.
- Encouraging active participation through small rewards.
- Scalable to larger groups with technology and effective organization.
Evaluation of Gamification Strategies
- Involves formative assessments and student satisfaction surveys to gauge effectiveness.
References
- Chang, C., Kao, C., Hwang, G., & Lin, F. (2020). From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students' performance in Electrocardiogram training. Educational Technology Research Development, 68(3), 1225–1245.
- Fraguas-Sánchez, A. I., Serrano, D. R., & González-Burgos, E. (2022). Gamification tools in higher education: Creation and implementation of an escape room methodology in the pharmacy classroom. Education Sciences, 12(11), 833-844.
- Grellinger, K., et al. (2025). BINGO! Elevating medical physiology tutorials through gamification. MedEd Portal, 21, 11491.
- Larekang, H. S., et al. (2019). Exploring the millennial learners’ attributes and needs in educational environments. ELS Journal on Interdisciplinary Studies in Humanities, 2(3), 389-397.
- Shorey, S., et al. (2021). Learning styles, preferences, and needs of generation Z healthcare students: Scoping review. Nurse Education in Practice, 57, 103247.