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An Exploratory Evaluation of Game Experience in a Gamified Online Telehealth Learning Module
Wen Tu1,2, Martin Chow3,4, Sue Chase-Cantarini1
1College of Nursing, University of Utah, Salt Lake City, Utah, USA.
Nursing Open
|August 10, 2026
Summary
Gamified telehealth education (GENIE) moderately engaged health science students, who desired more challenging game elements and interactive storytelling for improved learning experiences in virtual care.
Area of Science:
- Health Professions Education
- Digital Health
- Gamification in Learning
Background:
- Online telehealth education is crucial for health science students, offering flexibility and professional development.
- Gamified learning modules, like GENIE (Gamified Asynchronous LEarNing of IPE Telehealth), aim to enhance engagement in telehealth education.
- Understanding student interaction with gamified features is key to optimizing online learning.
Purpose of the Study:
- To evaluate health science students' experience with the GENIE gamified telehealth module.
- To gather feedback for refining GENIE's design and enhancing learner engagement.
- To assess the effectiveness of gamification in interprofessional telehealth education.
Main Methods:
- Exploratory mixed-methods, cross-sectional study with 30 health science students.
- Quantitative data collected via Game Experience Questionnaire (GEQ), Post-Game Experience Questionnaire (PGQ), and Situational Motivation Scale (SIMS).
- Qualitative data gathered through open-ended questions in REDCap.
Main Results:
- Students perceived GENIE as moderately effective, with low to moderate engagement (GEQ) and moderately positive motivation (SIMS).
- The module was manageable with neutral emotional engagement (PGQ).
- Feedback highlighted a need for more challenging game elements and interactive storytelling.
Conclusions:
- Gamified online telehealth learning shows potential for enhancing student engagement and motivation.
- Future iterations of GENIE should incorporate more challenging and narrative-driven interactive features.
- Findings inform the development of gamified approaches in health science education for virtual care readiness.
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