2019
DOI: 10.1371/journal.pone.0220388
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Impact of educational games on academic outcomes of students in the Degree in Nursing

Abstract: Objective The aim of using the game-based tool Kahoot! was to evaluate and reinforce the contents taught in the subject of Management and Administration of Nursing, Ethics and Health Legislation Services included in the Degree in Nursing, during the 2016–2017 academic year. Methods A prospective quasi-experimental study was carried out on a sample of 116 students. 10 multiple-choice questions were designed, with only one possible correct answer and a 20-second-limited r… Show more

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Cited by 57 publications
(88 citation statements)
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“…for teaching, learning, and assessment in school and university as well in medical education. 20,[25][26][27][28][29][30][31][32][33] Accordingly, the key messages of these published articles is that (i) Kahoot! web-based interactive gaming is mostly perceived as a valuable active learning strategy for different subjects by the students, that (ii) Kahoot!…”
Section: Discussionmentioning
confidence: 99%
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“…for teaching, learning, and assessment in school and university as well in medical education. 20,[25][26][27][28][29][30][31][32][33] Accordingly, the key messages of these published articles is that (i) Kahoot! web-based interactive gaming is mostly perceived as a valuable active learning strategy for different subjects by the students, that (ii) Kahoot!…”
Section: Discussionmentioning
confidence: 99%
“…scoring improvement and the time to respond could demonstrate improvements in the understanding, progression, and knowledge increase of medical students. 27,28 Statistical Method to Analyze Results…”
Section: Dovepressmentioning
confidence: 99%
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“…The ability to conduct the process of scientific inquiry, that is, formulating and testing hypotheses and evaluating the data to refine understanding, is considered one of the core competencies across scientific disciplines (1)(2)(3). There is ample evidence in the literature showing that games and active learning can simulate real-world problems and engage students, promoting critical thinking and application (4)(5)(6)(7)(8).…”
Section: Introductionmentioning
confidence: 99%
“…The motion-based interface can increase spatial presence thatlearners' enjoyment is a meaningful predictor(Shafer et al, 2011). argument towards the favour of competitiveness(Castro et al, 2019).However, the response time and numbers of correct answers are considered to stand students' motivations in actively participating in their learning process. Furthermore, some educational items are relatively supported by participants with weight agreement (i.e., cultural literacy, active learning, cognitive workload, and transparency), so are game setting items such as automation and interaction.…”
mentioning
confidence: 99%