MSN, Technical Affairs Department, Baghdad Medical City, Baghdad, Iraq.
MSN, Al-Shaheed Al-Sader General Hospital, Baghdad, Iraq.
Associate Professor, Chair of Adult Nursing, School of Nursing and Midwifery, University of Baghdad, Baghdad, Iraq.
Basic Science Department, College of Nursing, University of Baghdad, Baghdad, Iraq.
Background: Gamification in learning involves the use of game-based elements such as point scoring, peer competition, teamwork, and score tables to encourage participation, help students assimilate new information, and test their knowledge. We aimed to examine the effectiveness of gamification in students’ learning and motivational outcomes in the educational context.
Materials and Methods: In this overview, two independent researchers have selected articles that examine the effect of Gamification on students learning and motivation in the Scopus, EMBASE, Cochrane, Web of Science, ERIC, and Medline databases without time and language restrictions up to July 2022.
Results: Finally, 10 relevant studies were selected. Results showed that students reported that gamification was an innovative, engaging, and efficient strategy for delivering curriculum materials; moreover, it was perceived as a fun activity. They can also provide opportunities for risk-free clinical decision-making, distance training, learning analysis, and quick feedback. In addition, the gamification method is statistically effective in improving students’ knowledge, skills, and attitudes. In the field of medical education, the results showed that the medical field has done limited research on the use of gamification in educational platforms. Games in medical education, when used properly, can be a valuable tool for an instructor. Despite many simulation studies and gamification attempts, the medical community has not fully embraced gamification in residency education; and while games are not a substitute for traditional teaching, they do help students to master particularly difficult concepts.
Conclusion: Game benefits include improved communication and active learning based on interaction with other players. They help to organize knowledge, engage students, and motivate them to learn difficult material, but they also encourage students to take responsibility for their own learning.