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Virtual escapes: a pedagogical strategy for developing emotional competence in nursing students

datacite.subject.fosCiências Médicas::Medicina Básica
datacite.subject.fosCiências Médicas::Medicina Clínica
datacite.subject.fosCiências Médicas::Ciências da Saúde
datacite.subject.sdg03:Saúde de Qualidade
dc.contributor.authorGomes, Lisa
dc.contributor.authorCassar, Maria
dc.contributor.authorBugeja, Roderick
dc.contributor.authorOliveira, Inês
dc.contributor.authorCainé, João
dc.contributor.authorPereira, Rui
dc.contributor.authorChircop, Daren
dc.contributor.authorVeiga-Branco, Augusta
dc.date.accessioned2025-10-08T13:46:33Z
dc.date.available2025-10-08T13:46:33Z
dc.date.issued2025
dc.description.abstractEmotional competence, the ability to manage interpersonal relationships through understanding one's and others' emotions, encompasses two dimensions: cognitive and behavioral. In nursing practice, the combination of these dimensions allows for better performance in highly complex clinical situations. Nursing education does not always emphasize these competences. This pilot study explored the potential of an escape room, a Serious Games (SGs) prototype with virtual reality (VR), as a pedagogical strategy for eliciting emotions in a safe learning environment. Participants' immersion in the game provided an opportunity to identify, manage, and process emotions. Data were gathered by a questionnaire and by observation of performance. The findings revealed that participants felt various emotions (n = 51) while playing the game. The least frequent reported emotions were hope, shame, and contempt. Admiration, pride, satisfaction, and fear were the most frequently reported emotions. These findings suggest that using a SGs prototype with VR as a pedagogical tool holds significant potential in emotion elicitation in a safe learning environment, implying its value as a construct of emotional competence. Further research to verify educational value is recommended.eng
dc.description.sponsorshipThe author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This research was funded by Erasmus + Programme, KA2 - Cooperation for Innovation and the Exchange of Good Practices, KA203 - Strategic Partnerships for higher education, grant number 2020-1-PT01-KA203-078847.
dc.identifier.citationGomes, Lisa; Cassar, Maria; Bugeja, Roderick; Oliveira, Inês; Cainé, João; Veiga-Branco, Augusta; Pereira, Rui; Chircop, Daren (2025) . Virtual escapes: a pedagogical strategy for developing emotional competence in nursing students. Creative Nursing. ISSN 1078-4535. P. 1-11
dc.identifier.doi10.1177/10784535251368947
dc.identifier.issn1078-4535
dc.identifier.issn1946-1895
dc.identifier.urihttp://hdl.handle.net/10198/34800
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSAGE Publications
dc.relation.ispartofCreative Nursing
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/
dc.subjectSerious games
dc.subjectVirtual reality
dc.subjectPedagogical innovation strategy
dc.subjectEmotional competence
dc.subjectNursing students
dc.titleVirtual escapes: a pedagogical strategy for developing emotional competence in nursing studentseng
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage11
oaire.citation.startPage1
oaire.citation.titleCreative Nursing
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameVeiga-Branco
person.givenNameAugusta
person.identifier.orcid0000-0002-7963-2291
relation.isAuthorOfPublicationf46b8e1b-dd54-4ae1-9056-3bae4625a6cc
relation.isAuthorOfPublication.latestForDiscoveryf46b8e1b-dd54-4ae1-9056-3bae4625a6cc

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