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Comparing Gamified and Traditional Lecture-Based Methods for Delivering Wellness Education to Healthcare Students
Beverley Argus-Calvo1, Jeannie Autry2, Zoe S Tullius2
1Department Chair, Counseling and Special Education, University of Texas at El Paso (UTEP), 500 W. University Ave., El Paso, TX 79968 USA.
Abstract:
Effective delivery methods are essential for engaging healthcare students in wellness education, which is a critical component of their academic and professional development. This study evaluates an evidence-based wellness education model delivered in two distinct formats: a traditional lecture-based format conducted in 2023 and a gamified format utilizing Kahoot implemented in 2024. The wellness model "Well-Teach" is grounded in the Indivisible Self theory, which emphasizes that physical, emotional, and spiritual health are interconnected and contribute to overall well-being. Emotional intelligence serves as the foundation of the model by fostering emotional and cognitive skills such as self-awareness, emotional regulation, and interpersonal communication. Using a mixed-methods design, data from 230 matched participants demonstrated significant improvements in quality of life, which was used as a comprehensive indicator of wellness, across physical (F(1, 230) = 9.92, p = 0.002), psychological (F(1, 230) = 37.05, p < 0.001), social (F(1, 230) = 18.62, p < 0.001), and environmental domains (F(1, 230) = 15.07, p < 0.001). Emotional intelligence improved in attention (F(1, 230) = 10.52, p < 0.001), clarity (F(1, 230) = 37.05, p < 0.001), self-emotion appraisal (F(1, 230) = 12.34, p < 0.001), regulation of emotion (F(1, 230) = 15.67, p < 0.001), and use of emotion (F(1, 230) = 8.45, p = 0.004). Qualitative analysis revealed higher participant satisfaction and engagement in the gamified format, with participants highlighting interactivity and mindfulness activities as key strengths. These findings underscore the potential of gamification to enhance wellness education in healthcare training..
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