IJSHR

International Journal of Science and Healthcare Research

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Review Article

Year: 2022 | Month: July-September | Volume: 7 | Issue: 3 | Pages: 14-19

DOI: https://doi.org/10.52403/ijshr.20220704

Digital Game-Based Learning (DGBL) Through Kahoot: A Learner-Centric Approach in Nursing Education -Systematic Review

Mini Simon M1, Nisha C K2, Tripti K Srivastava3

1Department of Health Profession Education, Dutta Meghe Institute of Medical Sciences, Nagpur
2Department of Psychiatry Nursing, St Johns College of Nursing, Bangalore,
3Dept of Health Profession Education, Dutta Meghe Institute of Medical Sciences, Nagpur, India.

Corresponding Author: Mini Simon M

ABSTRACT

Introduction: The teaching-learning activities in nursing have changed tremendously in the post-COVID-19 situation around the world. The learning style of Z generation students demands a technologically sound and sprightly chosen method of evaluation. Digital Game-based learning is one of the components of the Learning Management System which figures a great level of student motivation and participation in interactive learning which incorporates different teaching styles. Kahoot! Is a Game-Based Learning platform used to review students' knowledge, for formative assessment, or as a break from traditional classroom activities?
Objective: To explore the teaching and learning experiences of nursing students using the Kahoot!.app.
Methodology: A comprehensive search of MEDLINE, EMBASE, Web of Knowledge, Cochrane Central Register of Controlled Trials, PsycINFO, and CINAHL from 2013 to April 2022 was conducted. Qualitative and quantitative studies, Randomized controlled trials (RCTs), and systematic reviews in the English language were only included in the search. The reviewer searched, screened, assessed study quality, and extracted data. Literature search strategies and article retrieval was guided by -Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). Meta-analysis was not considered valid due to the heterogeneity of identified populations, interventions, comparisons, and outcomes; hence a narrative synthesis is presented.
Results: A total of 10 research articles published in peer-reviewed journals were included in this study. Three synthesized findings were generated from the categories:
(i) Kahoot is implemented as a teaching and assessment tool in nursing. (ii) Acknowledging as a source of motivation for learners. (iii) Encourages the learners to reflect on their strengths and weakness as an "assessment for learning tool". (iv)  Through digital-based games students understand complex concepts, promote critical thinking, and acquire decision-making skills.  However, there is one study that shows no significant effect in the interventional group.
Conclusion: Kahoot assists to create a dynamic learning environment and enhances the long-term retention of information. Gaming makes a positive impact on the teaching/learning process.  The nursing curriculum can be fortified with a robust method of learner-centric methods like digital-based gamification-Kahoot, to cater to the learning needs of digital natives of present nursing students.

Keywords: [Learner-centric Approach, Kahoot, Digital Game-Based Learning, Gamification, Nursing Education, formative assessment, Assessment for Learning]

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