Background of the Study
Gamification, the application of game design elements in non-game contexts, has gained prominence in education as a means of enhancing engagement, motivation, and knowledge retention. In nursing education, gamification strategies—such as simulation games, competitive quizzes, and virtual reality exercises—have been shown to improve student learning outcomes by making complex subjects more interactive and enjoyable (Brown et al., 2024).
Traditional nursing education relies heavily on lectures, rote memorization, and clinical practice, which can sometimes fail to sustain student interest and participation (Adeyemi & Oke, 2023). Gamification introduces a dynamic learning environment where students actively engage in problem-solving, decision-making, and collaborative learning. The Federal University of Health Sciences, Otukpo, is exploring innovative teaching methods, and this study seeks to evaluate the impact of gamification on nursing students' academic performance, motivation, and retention of knowledge.
Statement of the Problem
Despite the growing recognition of gamification as an effective educational tool, its adoption in nursing education in Nigeria remains limited. Many nursing students struggle with disengagement, low motivation, and difficulty in grasping complex medical concepts due to traditional lecture-based methods (Olaniyi & Hassan, 2024).
While some institutions have experimented with gamified learning tools, there is limited empirical evidence on their effectiveness in nursing education in Nigeria. This study aims to evaluate whether gamification enhances learning, increases knowledge retention, and fosters better academic outcomes among nursing students at Federal University of Health Sciences, Otukpo.
Objectives of the Study
Research Questions
Research Hypotheses
Scope and Limitations of the Study
This study focuses on nursing students at Federal University of Health Sciences, Otukpo. Limitations include differences in students’ prior exposure to gamified learning tools and potential resource constraints in implementing gamification.
Definitions of Terms
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Chapter One: Introduction
1.1 Background of the Study
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