Abstract

Teaching institutes are challenged to meet the demands of the 21st century student; to create learning environments that are student focused, self-directed, technology and innovation in nursing. This study investigated the incorporation of game-based technology in lectures in promoting active student learning.

Author Details

Michelle Hall, MHPE; Auxillia E. Madhuvu, MSN; Pathmavathy Namasivayam, PhD -- Department of Nursing, Holmesglen Institute, Moorrabin, Victoria, Australia

Sigma Membership

Non-member

Lead Author Affiliation

Holmesglen Institute, Moorrabin, Victoria, Australia

Type

Poster

Format Type

Text-based Document

Study Design/Type

N/A

Research Approach

N/A

Keywords:

Game Based Student Response System, Student Engagement, Student Learning

Conference Name

29th International Nursing Research Congress

Conference Host

Sigma Theta Tau International

Conference Location

Melbourne, Australia

Conference Year

2018

Rights Holder

All rights reserved by the author(s) and/or publisher(s) listed in this item record unless relinquished in whole or part by a rights notation or a Creative Commons License present in this item record.

All permission requests should be directed accordingly and not to the Sigma Repository.

All submitting authors or publishers have affirmed that when using material in their work where they do not own copyright, they have obtained permission of the copyright holder prior to submission and the rights holder has been acknowledged as necessary.

Acquisition

Proxy-submission

Additional Files

download (34985 kB)

Share

COinS
 

The effectiveness of using gamification technology in enhancing student engagement and learning

Melbourne, Australia

Teaching institutes are challenged to meet the demands of the 21st century student; to create learning environments that are student focused, self-directed, technology and innovation in nursing. This study investigated the incorporation of game-based technology in lectures in promoting active student learning.