2018
DOI: 10.1097/cin.0000000000000455
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Educational Analytics

Abstract: To determine the effects of gamification on student education, researchers implemented "Kaizen," a software-based knowledge competition, among a first-year class of undergraduate nursing students. Multiple-choice questions were released weekly or biweekly during two rounds of play. Participation was voluntary, and students could play the game using any Web-enabled device. Analyses of data generated from the game included (1) descriptive, (2) logistic regression modeling of factors associated with user attritio… Show more

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Cited by 33 publications
(34 citation statements)
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“…Gamification was a useful method for improving health habits. The gamification process gives participants the possibility to learn and face the challenge through a different and exciting process that allows them to increase the degree of commitment [ 8 ]. In addition, motivation increases thanks to obtaining prizes and rewards [ 71 , 72 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Gamification was a useful method for improving health habits. The gamification process gives participants the possibility to learn and face the challenge through a different and exciting process that allows them to increase the degree of commitment [ 8 ]. In addition, motivation increases thanks to obtaining prizes and rewards [ 71 , 72 ].…”
Section: Discussionmentioning
confidence: 99%
“…Gamification is based on the application of game mechanics during the teaching–learning process [ 7 ]. In addition to using the intrinsic characteristics of a game, it also uses new technologies, the internet, and applications for mobile phones [ 8 ]. The characteristics of gaming are used to get achievements, prizes, or rewards [ 9 ].…”
Section: Introductionmentioning
confidence: 99%
“…Health education implemented through gameful experience has been proven to effectively enhance knowledge of leptospirosis [43]. In addition, integrating gamified media into medical education courses has been shown to effectively improve knowledge and skill performance among nursing students [44][45][46]. Moreover, designing applications to integrate with gameful experience to explore learning performance in professional nursing education has also been proven to generate a higher level of knowledge when compared to traditional teaching methods [15].…”
Section: Principal Findingsmentioning
confidence: 99%
“…Research on undergraduate healthcare students' evaluations of gamified education is limited (Gentry et al, 2019). Nonetheless, students who have experienced gamification highlighted a positive educational experience (Aktekin et al, 2018;Kinder & Kurz, 2018;Pettit et al, 2015), remarking increased learning (Kinder & Kurz, 2018;Roche et al, 2018) and other good qualities such as increased engagement and interactions (Aktekin et al, 2018;Pettit et al, 2015).…”
Section: Backg Rou N Dmentioning
confidence: 99%