For the Love of the Game: Game- Versus Lecture-Based Learning With Generation Z Patients

J Psychosoc Nurs Ment Health Serv. 2018 Feb 1;56(2):29-36. doi: 10.3928/02793695-20171027-03. Epub 2017 Nov 8.

Abstract

The current study evaluated adolescent patients' enjoyment of and knowledge gained from game-based learning compared with an interactive lecture format on the topic of mood disorders. It was hypothesized that game-based learning would be statistically more effective than a lecture in knowledge acquisition and satisfaction scores. A pre-post design was implemented in which a convenience sample of 160 adolescent patients were randomized to either a lecture (n = 80) or game-based (n = 80) group. Both groups completed a pretest/posttest and satisfaction survey. Results showed that both groups had significant improvement in knowledge from pretest compared to posttest. Game-based learning was statistically more effective than the interactive lecture in knowledge achievement and satisfaction scores. This finding supports the contention that game-based learning is an active technique that may be used with patient education. [Journal of Psychosocial Nursing and Mental Health Services, 56(2), 29-36.].

MeSH terms

  • Achievement*
  • Adolescent
  • Female
  • Games, Experimental*
  • Health Knowledge, Attitudes, Practice
  • Humans
  • Male
  • Mood Disorders
  • Problem-Based Learning*