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Peer-reviewedCC BYTanta Scientific Nursing Journal

Effectiveness of Gamification-Based Learning on Boosting Gameful Experience, Motivation, and Viewpoints among Maternity Nursing Students

6 affiliations
  1. 1Lecturer of Maternity, Gynecological and Obstetric Nursing, Faculty of Nursing, Assiut University, Egypt.
  2. 2Assistant Professor of Maternity, Gynecological and Obstetric Nursing, Faculty of Nursing, Assiut University, Egypt.
  3. 3Lecturer of Community Health Nursing, Faculty of Nursing, Assiut University, Egypt
  4. 4Lecturer of Gerontological Nursing, Faculty of Nursing, Assiut University, Egypt
  5. 5Lecturer of Pediatric Health Nursing, Faculty of Nursing, Assiut University, Egypt
  6. 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  -