• openAccess   Coping strategies and stressors of nursingstudents in the care of sex trafficking victims 

      Gutiérrez-Puertas, Lorena; Márquez-Hernández, Verónica V.; Aguilera Manrique, Gabriel; Molina-Torres, Guadalupe; Rodriguez-Arrastia, Miguel; Román-López, Pablo; Ropero-Padilla, Carmen; Rodríguez-García, MªCarmen Wiley (2022-01-03)
      During their clinical practice, nursing students face a number of complex clinicalsituations, which may include treating victims of sex trafficking. These clinical experiences canlead to stress for the nursing students, ...
    • openAccess   Escape Rooms as a Clinical Evaluation Method for Nursing Students 

      Gutiérrez-Puertas, Lorena; Márquez-Hernández, Verónica V.; Román-López, Pablo; Rodriguez-Arrastia, Miguel; Ropero-Padilla, Carmen; Molina-Torres, Guadalupe International Nursing Association of Clinical and Simulated Learning (INACSL) (2020-12)
      Background: There are currently no studies available about the possible use of gamification in the evaluation of nursing students’ clinical skills. The purpose of this study was to understand the gameful experience and ...
    • openAccess   Nursing students' perceptions of identifying and managing sex trafficking cases: A focus group study 

      Ropero-Padilla, Carmen; Rodriguez-Arrastia, Miguel; Molina-Torres, Guadalupe; Márquez-Hernández, Verónica V.; Gutiérrez-Puertas, Lorena; Aguilera Manrique, Gabriel; Roman, Pablo; Rodríguez-García, Mª Carmen; Roman, Pablo Wiley (2021-09-30)
      Aim:To explore nursing students’perceptions of the identification and medical careof sex trafficking victims and how to improve the care provided based on the identi-fied barriers.Background:Despite the fact that more than ...
    • openAccess   The escape room as evaluation method: A qualitative study of nursing students’ experiences 

      Román, Pablo; Rodriguez-Arrastia, Miguel; Molina-Torres, Guadalupe; Márquez-Hernández, Verónica V.; Gutiérrez-Puertas, Lorena; Ropero-Padilla, Carmen Taylor & Francis (2019)
      Purpose: Gamification or learning using game elements is a process that seeks to capture students’ interest. One of the most popular games in recent years is the Escape Room, but the study of its use in education and with ...