Print ISSN:-2454-4396

Online ISSN:-2393-8005

CODEN : JETHB8

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Received : 12-01-2024

Accepted : 25-01-2024



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Gamification as an innovative tool in classroom teaching: Does it enhance learning outcomes and student participation in nursing?


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Author Details : Bindu John*, Rintu Thomas

Volume : 10, Issue : 3, Year : 2023

Article Page : 57-63

https://doi.org/10.18231/j.jeths.2023.014



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Abstract

Background: Gamification has been introduced in the nursing curriculum as one of the newest and most innovative teaching methods by blending the games with the concepts. In this method, they are applying the game elements in a non-game environment. Evidence cited in the empirical research shows that it increases students' class engagement, motivation, problem-solving ability, and competencies to a large extent. However, not many research studies have been conducted exploring the impact of gamification on the teaching and learning of nursing subjects.
Objectives: 1) Identify the application of gamification as an innovative teaching-learning strategy in nursing curriculum 2) Explore the student satisfaction, motivation, and class engagement while using gamification as a learning method 3) Impact of gamification on the academic performance of nursing students.
Materials and Methods: A literature search was conducted using online databases available in Google Scholar, PubMed, Medline, Science Direct, and ProQuest. The studies included were descriptive surveys, systematic reviews, quasi-experimental, and mixed research methods. The key search concepts explored were ‘Gamification and nursing education’, ‘gamified as a learning tool in nursing education’, ‘gamification and academic outcomes of nursing students', and 'gamification as a teaching strategy in nursing education'.
Results: The available evidence from the research studies indicates positive results in using gamification can be a used as a learning strategy and shows that it can bring about increased class engagement, clarification and understanding of difficult concepts, and improve interaction and communication in nursing courses. However, challenges remain in terms of lack of clarity on the competencies to be examined the learning outcomes and the efficacy of its application in the professional field, and the underlying costs.
Conclusion: Gamification can be introduced as an innovative technology in the teaching-learning process. Further studies are required to provide more evidence in its application to various nursing courses and the learning outcomes to be examined.
 

Keywords: Gamification, Nursing education, Digital learning, Competencies, Student engagement, Classroom teaching.



How to cite : John B, Thomas R, Gamification as an innovative tool in classroom teaching: Does it enhance learning outcomes and student participation in nursing?. J Educ Technol Health Sci 2023;10(3):57-63


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