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Exploring students' experience with game-based learning: a descriptive study.

Nazlee Sharmin1, Malav Shah2, Ava K Chow3

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Summary
This summary is machine-generated.

Game-based learning using Gimkit motivated dental hygiene students in both in-person and online courses. Students reported improved knowledge and were driven by competition or game challenges.

Keywords:
dental educationdental hygieneeducational activitieseducational techniquegamificationmotivationonline educationonline learningteachingteaching method

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Area of Science:

  • Educational Technology
  • Health Professions Education

Background:

  • Game-based learning (GBL) seeks to enhance student engagement and motivation.
  • Sustaining long-term motivation in educational games requires balancing entertainment and learning.
  • Gimkit is a platform for creating and playing quiz-based games for in-class and homework assignments.

Purpose of the Study:

  • To explore dental hygiene students' perceptions of GBL experiences with Gimkit.
  • To investigate students' preferred game modes and sources of motivation.
  • To assess the impact of Gimkit on knowledge acquisition and self-determination.

Main Methods:

  • A voluntary online survey was administered to second and third-year dental hygiene students.
  • Participants shared perceptions of live quiz games and game-based homework.
  • Descriptive statistics were used to analyze survey data.

Main Results:

  • Survey completion rates were 35% for the in-person class and 30% for the online class.
  • All participants strongly agreed that playing Gimkit improved their knowledge.
  • Extrinsic motivation, learning course content, in-class competition (in-person), and game challenges (online) were key drivers.

Conclusions:

  • Gimkit effectively motivates dental hygiene students.
  • GBL with Gimkit can foster self-determination in students.
  • The platform shows promise for enhancing engagement in health professions education.