Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Nursing students’ evaluation of a gamified public health educational webinar: A comparative pilot study

View through CrossRef
AbstractAimTo compare undergraduate nursing students’ evaluations of a gamified educational webinar to a non‐gamified version. Both webinars covered the topic “Determinants of health,” part of public health education.DesignA post‐test evaluation design with a comparison group, and an additional qualitative component.MethodsFirst‐year students reading for a Bachelor of Science in Nursing at the Malta College of Arts, Science and Technology were randomly allocated into two classes of 26 students each, and to the gamified and non‐gamified webinars. The revised “Students Evaluations of Educational Quality” questionnaire was sent to all participants. Participants were also asked to provide comments on their learning experience.ResultsA total of 40 participants who attended the gamified and non‐gamified webinars completed the questionnaire. Educational quality was perceived as “good” to “very good,” in both groups. Most participants in the gamified webinar group remarked that gamification helped to increase their engagement and interaction.
Title: Nursing students’ evaluation of a gamified public health educational webinar: A comparative pilot study
Description:
AbstractAimTo compare undergraduate nursing students’ evaluations of a gamified educational webinar to a non‐gamified version.
Both webinars covered the topic “Determinants of health,” part of public health education.
DesignA post‐test evaluation design with a comparison group, and an additional qualitative component.
MethodsFirst‐year students reading for a Bachelor of Science in Nursing at the Malta College of Arts, Science and Technology were randomly allocated into two classes of 26 students each, and to the gamified and non‐gamified webinars.
The revised “Students Evaluations of Educational Quality” questionnaire was sent to all participants.
Participants were also asked to provide comments on their learning experience.
ResultsA total of 40 participants who attended the gamified and non‐gamified webinars completed the questionnaire.
Educational quality was perceived as “good” to “very good,” in both groups.
Most participants in the gamified webinar group remarked that gamification helped to increase their engagement and interaction.

Related Results

Primerjalna književnost na prelomu tisočletja
Primerjalna književnost na prelomu tisočletja
In a comprehensive and at times critical manner, this volume seeks to shed light on the development of events in Western (i.e., European and North American) comparative literature ...
Kebutuhan Kegiatan Webinar tentang Disposisi Berpikir
Kebutuhan Kegiatan Webinar tentang Disposisi Berpikir
Abstract. This thinking disposition is important for a teacher and prospective teacher. However, there a prospective teacher who understands the thinking disposition. Therefore, it...
Gamification of Statistics and Probability Education: A Mobile Courseware Approach
Gamification of Statistics and Probability Education: A Mobile Courseware Approach
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particu...
Laboratory Model Study of Single Five-Spot and Single Injection Well Pilot Waterflooding
Laboratory Model Study of Single Five-Spot and Single Injection Well Pilot Waterflooding
Abstract Many full-scale waterflooding operations are preceded by pilot floods, one purpose of which is to provide an estimate of recoverable oil. A laboratory mo...
Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
This study examines the effects of gamified and non-gamified digital board games on students’ digital literacy and engagement. A total of 98 undergraduate students (n = 98) were ra...
Gamifying Assessments in Medical Education: A Novel Approach to Tackling Test Anxiety in Medical Students
Gamifying Assessments in Medical Education: A Novel Approach to Tackling Test Anxiety in Medical Students
Introduction: Test anxiety is a specific type of anxiety that typically occurs during assessments and may compromise students’ academic performance. The use of gamification in asse...
PSIKO-EDUKASI PENCEGAHAN KEKERASAN SIBER REMAJA PEREMPUAN DALAM BERMEDIA SOSIAL
PSIKO-EDUKASI PENCEGAHAN KEKERASAN SIBER REMAJA PEREMPUAN DALAM BERMEDIA SOSIAL
Social media is a platform that is actively used in everyday life to establish communication, especially among teenagers. The development of social media use has been followed by m...

Back to Top