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Comparing retrieval-based and collaborative gamification strategies for knowledge acquisition and retention in
Abdülkadir Deni̇z1, Nihal Taşkiran2
1Aydin Adnan Menderes University Institute of Health Sciences, Department of Public Health Nursing, Aydın, Turkey.
Retrieval-based digital gamification (Gimkit) led to greater immediate knowledge gains in nursing students compared to educational escape rooms. Both methods fostered positive learning experiences, though long-term knowledge retention did not differ significantly between groups.
Area of Science:
- Nursing Education
- Educational Technology
- Learning Sciences
Background:
- Gamification is a growing trend in nursing education to boost engagement and learning.
- Limited research compares different gamification methods like retrieval-based versus collaborative approaches.
- Understanding these differences can guide educators in choosing effective strategies.
Purpose of the Study:
- To compare retrieval-based digital gamification (Gimkit) with collaborative educational escape room learning.
- To assess the impact on nursing students' knowledge acquisition and retention.
- To evaluate the gameful learning experiences associated with each method.
Main Methods:
- A randomized controlled trial involving 82 third-year nursing students.
- Three groups: Gimkit, educational escape room, and a control condition.
- Data collected via Human Papillomavirus (HPV) Knowledge Scale and Gameful Experience Scale (GAMEX).
Main Results:
- The Gimkit group showed significantly higher immediate post-intervention HPV knowledge scores compared to the escape room and control groups.
- No significant differences in knowledge scores were found at the short-term follow-up.
- Both gamification groups reported similar, positive gameful learning experiences.
Conclusions:
- Retrieval-based digital gamification (Gimkit) offers superior immediate knowledge gains over collaborative escape rooms in nursing education.
- While long-term retention differences were not significant, both gamification types positively impact learning experiences.
- The choice of gamification modality should align with specific educational goals to optimize learning processes.
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