Effectiveness of Gamification-Based Learning on Boosting Gameful Experience, Motivation, and Viewpoints among Maternity Nursing Students
6 affiliations
- 1Lecturer of Maternity, Gynecological and Obstetric Nursing, Faculty of Nursing, Assiut University, Egypt.
- 2Assistant Professor of Maternity, Gynecological and Obstetric Nursing, Faculty of Nursing, Assiut University, Egypt.
- 3Lecturer of Community Health Nursing, Faculty of Nursing, Assiut University, Egypt
- 4Lecturer of Gerontological Nursing, Faculty of Nursing, Assiut University, Egypt
- 5Lecturer of Pediatric Health Nursing, Faculty of Nursing, Assiut University, Egypt
- 6Lecturer of Maternal and Newborn Health Nursing, Faculty of Nursing, Menofia University, Egypt.
Abstract
Background: Gamification-based learning has become a popular and cutting-edge teachingmethod that can increase learning interactivity and interest. Aim: To assess the effectiveness ofGamification-Based Learning on boosting gameful experience, motivation, and viewpointsamong maternity nursing students. Design: A pre-post-test quasi-experimental design wasemployed. Setting: The study was conducted at Menofia University's Faculty of Nursing sincematernity nursing students were engaged in maternal and newborn health nursing boththeoretically and practically. Sample: A simple random sample of 291 nursing students wasrecruited. Tools: Four tools were employed to collect the data: Tool one: A self-administeredquestionnaire included the age, sex, and previous experience with gamification; Tool two:Gameful Experience Scale (GAMEX); Tool three: Students' motivation toward gamification; andTool four: Students’ viewpoints regarding the integration of gamification in education. Results:Following the intervention, 60.1% of students reported a fair level of gameful experience. Therewas a significant increase in positive viewpoints regarding gamification in education, rising from46.7% pre-intervention to 83.2% post-intervention (p < 0.001). Motivated students also increasedfrom 27.1% pre-intervention to 86.9% post-intervention (p < 0.001). Conclusion: Maternitynursing students' learning experiences, motivation, and positive viewpoints improved throughgamification-based learning. Recommendations: Gamification-based learning can enhancematernity nursing education by improving students' gameful experience, motivation, andviewpoints as a complementary teaching method
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BibTeX
@article{abdelhafez2026effectiveness,
title = {{Effectiveness of Gamification-Based Learning on Boosting Gameful Experience, Motivation, and Viewpoints among Maternity Nursing Students}},
author = {Aya Abdelhafez and Reda Abdelwahed and Asmaa Ibrahim and Tasneem Shoulkamy and Hanan Abdel-Hay and Rania Elgobashy},
journal = {Tanta Scientific Nursing Journal},
year = {2026},
month = oct,
doi = {10.21608/tsnj.2026.534067},
url = {https://doi.org/10.21608/tsnj.2026.534067},
note = {CC BY},
}
RIS
TY - JOUR
TI - Effectiveness of Gamification-Based Learning on Boosting Gameful Experience, Motivation, and Viewpoints among Maternity Nursing Students
AU - Aya Abdelhafez
AU - Reda Abdelwahed
AU - Asmaa Ibrahim
AU - Tasneem Shoulkamy
AU - Hanan Abdel-Hay
AU - Rania Elgobashy
PY - 2026
DA - 2026/10/30
JO - Tanta Scientific Nursing Journal
DO - 10.21608/tsnj.2026.534067
UR - https://doi.org/10.21608/tsnj.2026.534067
AB - Background: Gamification-based learning has become a popular and cutting-edge teachingmethod that can increase learning interactivity and interest. Aim: To assess the effectiveness ofGamification-Based Learning on boosting gameful experience, motivation, and viewpointsamong maternity nursing students. Design: A pre-post-test quasi-experimental design wasemployed. Setting: The study was conducted at Menofia University's Faculty of Nursing sincematernity nursing students were engaged in maternal and newborn health nursing boththeoretically and practically. Sample: A simple random sample of 291 nursing students wasrecruited. Tools: Four tools were employed to collect the data: Tool one: A self-administeredquestionnaire included the age, sex, and previous experience with gamification; Tool two:Gameful Experience Scale (GAMEX); Tool three: Students' motivation toward gamification; andTool four: Students’ viewpoints regarding the integration of gamification in education. Results:Following the intervention, 60.1% of students reported a fair level of gameful experience. Therewas a significant increase in positive viewpoints regarding gamification in education, rising from46.7% pre-intervention to 83.2% post-intervention (p < 0.001). Motivated students also increasedfrom 27.1% pre-intervention to 86.9% post-intervention (p < 0.001). Conclusion: Maternitynursing students' learning experiences, motivation, and positive viewpoints improved throughgamification-based learning. Recommendations: Gamification-based learning can enhancematernity nursing education by improving students' gameful experience, motivation, andviewpoints as a complementary teaching method
SN - 2735-5519
SN - 2314-5595
ER -