2019
DOI: 10.3928/01484834-20190122-04
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“Playing for Bragging Rights”: A Qualitative Study of Students' Perceptions of Gamification

Abstract: Background: Nursing faculty sought to promote students' engagement with course material and their peers by using Kaizen, an online educational game. The purpose of this qualitative study was to learn more about nursing students' perceptions of team competition in an educational game and whether the game promoted their engagement with educational material in one fundamental nursing course. Method: Qualitative data collection included focus groups, observ… Show more

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Cited by 21 publications
(18 citation statements)
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“…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%
“…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%
“…Moreover, Bicen and Kocakoyun (2018) surveyed 65 pre-service student teachers' perceptions of gamification and found that it developed the students' motivation, ambition to succeed, and interest. Furthermore, qualitative methods were adopted by Wingo et al (2019) to investigate nursing students' perceptions through focus groups and observations. Wingo et al (2019) found similar results, because the students perceived the game positively since it increased their knowledge retention and test-taking skills.…”
Section: Students' Perceptions Of Gamificationmentioning
confidence: 99%
“…Furthermore, qualitative methods were adopted by Wingo et al (2019) to investigate nursing students' perceptions through focus groups and observations. Wingo et al (2019) found similar results, because the students perceived the game positively since it increased their knowledge retention and test-taking skills.…”
Section: Students' Perceptions Of Gamificationmentioning
confidence: 99%
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“…Several games have been developed using this system, including games aimed at reinforcing graduate medical education in internal medicine and otolaryngology [6,7]. The Kaizen-Education software platform was similarly adopted by the UAB School of Nursing for undergraduate nursing courses [8][9][10]. Additional uses of the Kaizen-Education software platform have examined player competencies in public health and supported formal training of rigor, reproducibility, and transparency.…”
Section: Introductionmentioning
confidence: 99%