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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

Background/Objectives: Effective clinical handover is a critical component of nursing care, particularly in mental health settings, where the transfer of clinical and behavioral information is essential for both patients’ and health personnel’s safety. Gamification has emerged as a promising strategy to enhance clinical education, yet few interventions have focused specifically on mental health care contexts. This study aimed to evaluate the effectiveness of a serious game designed to teach the SBAR (Situation, Background, Assessment, Recommendation) handover framework to undergraduate nursing students through a psychiatric care unit scenario. Methods: A quasi-experimental pre–post design was employed with a convenience sample of 48 nursing students from a Northern Italian university. Participants completed a test assessing their ability to organize clinical information according to the SBAR model before and after the game intervention. Students’ experience was assessed using the Player Experience Inventory. Results: A statistically significant improvement in SBAR application was observed post-intervention. The majority of students reported a positive experience across PXI domains such as Meaning, Challenge, Progress Feedback, and Enjoyment. Comparisons with a previously validated video-based nursing serious game showed a consistent overall pattern in response trends. Conclusions: The SG was an effective and engaging educational tool for improving structured handover skills in nursing students. Gamification may represent a valuable complement to traditional instruction in nursing education, especially in high-communication clinical areas such as mental health. Further research is needed to assess long-term retention and to explore more immersive formats.

Details

Title
Effectiveness of a Gamification-Based Intervention for Learning a Structured Handover System Among Undergraduate Nursing Students: A Quasi-Experimental Study
Author
Parozzi Mauro 1   VIAFID ORCID Logo  ; Meraviglia Irene 2 ; Ferrara, Paolo 3   VIAFID ORCID Logo  ; Morales Palomares Sara 4   VIAFID ORCID Logo  ; Mancin Stefano 5   VIAFID ORCID Logo  ; Sguanci Marco 6   VIAFID ORCID Logo  ; Lopane Diego 7   VIAFID ORCID Logo  ; Destrebecq, Anne 8 ; Lusignani Maura 8 ; Mezzalira Elisabetta 9   VIAFID ORCID Logo  ; Bonacaro Antonio 10   VIAFID ORCID Logo  ; Terzoni Stefano 8   VIAFID ORCID Logo 

 Department of Biomedicine and Prevention, University of Rome “Tor Vergata”, Via Montpellier 1, 00133 Rome, Italy 
 Internal Medicine Unit, Rho Hospital, ASST Rhodense, 20017 Rho, Italy 
 Bachelor School of Nursing, ASST Santi Paolo e Carlo—Presidio San Paolo, Via Ovada 26, 20142 Milan, Italy 
 Department of Pharmacy, Health and Nutritional Sciences (DFSSN), University of Calabria, 87036 Rende, Italy 
 Dietetics and Clinical Nutrition Unit, Cancer Center, IRCCS Humanitas Research Hospital, Via Manzoni 56, 20089 Rozzano, Italy 
 Research Unit Nursing Science, Department of Medicine and Surgery, Campus Bio-Medico di Roma University, 00128 Rome, Italy 
 Bachelor School of Nursing, IRCCS Humanitas Research Hospital, Via Manzoni 56, 20089 Milan, Italy 
 Department of Biomedical Science for Health, University of Milan, Via Pascal 32, 20133 Milan, Italy 
 Department of Women’s and Children’s Health, University of Padova, 35128 Padova, Italy 
10  Department of Medicine and Surgery, University of Parma, Via Gramsci 14, 43125 Parma, Italy 
First page
322
Publication year
2025
Publication date
2025
Publisher
MDPI AG
ISSN
2039439X
e-ISSN
20394403
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
3254622020
Copyright
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.