Purpose: The purpose of this study was to explore if the “kahoot.it “ game was associated with improved final exam scores with undergraduate nursing students. Kahoot.it is a free platform for learning that is engaging and fun. Players answer questions which are created by the faculty. They answer on their own devices and the lesson is shared on a screen in the classroom. Feedback is instant and the game is very competitive. Students can play in teams or as individuals. Adult Learning Theory provided the theoretical foundation for the use of gaming as a teaching strategy (Curran, 2014).
Methods: All 77 senior baccalaureate program students were enrolled in the required 15-week UG Nursing care of Children and Adolescent course. Students ranged in age from 20 to 22 years. All received the same lecture and class discussions but the research group (N=37) played Kahoot.it game in four 20 minute sessions during the semester. The control group (N=40) had no games during their classes. All students had the same final exam at the end of the semester.
Results: Independent t-tests showed that the research group had higher test scores. (t=4.75, p=.01) than the control group.
Conclusion: This study provided empirical evidence that gaming did make a significant difference in exam scores at the end of the course. Educators should incorporate this game strategy into their planned teaching modalities. Researchers should repeat this study with larger groups of students and test the number of games that need to be played within a single course to influence exam scores.
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