The Effectiveness of Using Gamification Technology in Enhancing Student Engagement and Learning
Review TypeAbstract Review Only: Reviewed by Event Host
Repository Posting Date2019-01-29T21:33:55Z
Author DetailsMichelle Hall, MHPE; Auxillia E. Madhuvu, MSN; Pathmavathy Namasivayam, PhD -- Department of Nursing, Holmesglen Institute, Moorrabin, Victoria, Australia
Lead Author Sigma AffliationNon-member
Level of EvidenceN/A
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.
Description29th International Nursing Research Congress: Innovative Global Nursing Practice and Education Through Research and Evidence-based Practice, July 19-23, 2018. Melbourne, Australia.
Conference Name29th International Nursing Research Congress
Conference HostSigma Theta Tau International, the Honor Society of Nursing
Conference LocationMelbourne, Australia
NotesItems submitted to a conference/event were evaluated/peer-reviewed at the time of abstract submission to the event. No other peer-review was provided prior to submission to the Henderson Repository, unless otherwise noted.
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