Autor(es):
Silva, Raquel ; Camelo, Rafael ; Pinto, Cristina ; Campos, Maria Joana ; Ferreira, Marta Campos ; Fernandes, Carla Sílvia
Data: 2026
Identificador Persistente: http://hdl.handle.net/20.500.11960/4670
Origem: Repositório Científico IPVC
Assunto(s): Clinical supervision; Educational technology; Gamification; Nursing education; Nursing students
Descrição
Background: This study aimed to validate the content of a game focused on clinical supervision in nursing, with the collaboration of experts, and to assess its usability alongside a group of nurses. The development of SUPERVISE® was grounded in theories of Experiential Learning, Self-Determination, Constructivist, and Social Cognitive. Methods: A mixed study design was used. In the first phase, the content of the game was validated with the participation of experts using a modified e-Delphi method. In the second phase, the usability of SUPERVISE® was tested with nurses. Results: In the first phase, the content of the game was validated by 36 experts, reaching a consensus =95.4% on the 128 questions on which the game was based. In the second phase, the SUPERVISE® game was tested and evaluated by 39 nurses. It showed good usability and with a System Usability Scale score = 79.4 (above the cut-off of 68) and was recognised as an effective teaching strategy. Conclusion: This study highlights the importance of combining rigorous content validation with practical evaluation to develop effective gamified educational tools for nursing practice.