{"title":"Exploring students' experience with game-based learning: a descriptive study.","authors":"Nazlee Sharmin, Malav Shah, Ava K Chow","doi":"","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Game-based learning aims to promote student engagement and boost motivation in the classroom. However, creating long-term motivation in an education game is challenging and requires a balance between \"fun\" and \"educational\" objectives. The gaming platform Gimkit allows educators to create, host, and play quiz-based games in class and host game-based homework in learning management systems. Gimkit was introduced in 2 dental hygiene courses at a Canadian university: one was offered in person; the other was asynchronous online. This study aimed to explore students' perception of game-based learning experiences, their choice of game modes, and their source of motivation.</p><p><strong>Methods: </strong>Students from the second and third years of the dental hygiene program were invited to participate in a voluntary online survey to collect their perceptions of either the live quiz game or the game-based homework assignments, their choice of game mode, and their motivation to play. Descriptive statistics were applied to analyze the survey data.</p><p><strong>Results: </strong>Thirty-five percent (n = 15) of the in-person class and thirty percent (n = 14) of the online class completed the voluntary survey. All participants from the online and in-person groups strongly agreed that they improved their knowledge by playing the game.</p><p><strong>Discussion: </strong>Students were largely motivated extrinsically and played the game to learn course content. Students from the in-person class were driven towards Gimkit live quiz games by in-class competition. For online students, the \"challenge of the game\" was the most attractive feature of Gimkit.</p><p><strong>Conclusion: </strong>Game-based learning with Gimkit can motivate dental hygiene students and promote self-determination.</p>","PeriodicalId":53470,"journal":{"name":"Canadian Journal of Dental Hygiene","volume":"59 2","pages":"98-106"},"PeriodicalIF":0.0000,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12341505/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Canadian Journal of Dental Hygiene","FirstCategoryId":"1085","ListUrlMain":"","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Dentistry","Score":null,"Total":0}
引用次数: 0
Abstract
Background: Game-based learning aims to promote student engagement and boost motivation in the classroom. However, creating long-term motivation in an education game is challenging and requires a balance between "fun" and "educational" objectives. The gaming platform Gimkit allows educators to create, host, and play quiz-based games in class and host game-based homework in learning management systems. Gimkit was introduced in 2 dental hygiene courses at a Canadian university: one was offered in person; the other was asynchronous online. This study aimed to explore students' perception of game-based learning experiences, their choice of game modes, and their source of motivation.
Methods: Students from the second and third years of the dental hygiene program were invited to participate in a voluntary online survey to collect their perceptions of either the live quiz game or the game-based homework assignments, their choice of game mode, and their motivation to play. Descriptive statistics were applied to analyze the survey data.
Results: Thirty-five percent (n = 15) of the in-person class and thirty percent (n = 14) of the online class completed the voluntary survey. All participants from the online and in-person groups strongly agreed that they improved their knowledge by playing the game.
Discussion: Students were largely motivated extrinsically and played the game to learn course content. Students from the in-person class were driven towards Gimkit live quiz games by in-class competition. For online students, the "challenge of the game" was the most attractive feature of Gimkit.
Conclusion: Game-based learning with Gimkit can motivate dental hygiene students and promote self-determination.
期刊介绍:
The Canadian Journal of Dental Hygiene (CJDH), established in 1966, is the peer-reviewed research journal of the Canadian Dental Hygienists Association. Published in February (electronic-only issue), June, and October, CJDH welcomes submissions in English and French on topics of relevance to dental hygiene practice, education, policy, and theory.