Effect Of Gamification Teaching Strategy On B.Sc ( N) Iv Year Nursing Students Health Literacy Regarding Menstrual Blood Banking At Pcon Chennai

Background: Menstrual blood banking, an emerging field in regenerative medicine, requires enhanced health literacy among nursing students to promote patient education and informed decision-making. Gamification, the integration of game design elements in non-game contexts, has shown promise in improving engagement and learning outcomes in nursing education. Objective :This study evaluates the effect of a gamification teaching strategy on the health literacy of fourth-year BSc Nursing students concerning menstrual blood banking. Methods: A quasi-experimental pretest-posttest design was employed with 80 fourth-year BSc Nursing students at a tertiary nursing college in India. Participants were divided into an experimental group (n=40), receiving a gamified educational module, and a control group (n=40), receiving traditional lectures. The Health Literacy Survey on Menstrual Blood Banking (HLS-MBB), a validated tool, measured health literacy before and after the intervention. The gamified module included points, badges, leader boards, and scenario-based challenges delivered via an e-learning platform. Data were analyzed using paired t-tests and independent t-tests. Results: The experimental group showed a significant increase in health literacy scores post-intervention (mean difference = 16.32, p<0.001) compared to the control group (mean difference = 4.2, p=0.04). The gamified approach also enhanced student engagement and motivation, as reported in post-intervention surveys. Conclusion: Gamification significantly improves health literacy regarding menstrual blood banking among fourth-year BSc Nursing students, suggesting its potential as an innovative teaching strategy in nursing curricula.

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Publication Details

Journal
International Journal of Environmental Sciences
Published
2025-09-19
DOI
https://doi.org/10.64252/pfg2mq63
Primary Topic
Health Education and Validation
Type
article
Field-Weighted Citation Impact
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article

Effect Of Gamification Teaching Strategy On B.Sc ( N) Iv Year Nursing Students Health Literacy Regarding Menstrual Blood Banking At Pcon Chennai

Rajeshwari Rajeshwari, ParimalaDevi Kumara Swamy, Gayathri Gayathri, K Lynette James et al.
International Journal of Environmental Sciences
Health Education and Validation
article

Effect Of Gamification Teaching Strategy On B.Sc ( N) Iv Year Nursing Students Health Literacy Regarding Menstrual Blood Banking At Pcon Chennai

Rajeshwari Rajeshwari, ParimalaDevi Kumara Swamy, Gayathri Gayathri, K Lynette James, Poongodichellapandian, Ezhilarasi
article en

Abstract

Background: Menstrual blood banking, an emerging field in regenerative medicine, requires enhanced health literacy among nursing students to promote patient education and informed decision-making. Gamification, the integration of game design elements in non-game contexts, has shown promise in improving engagement and learning outcomes in nursing education. Objective :This study evaluates the effect of a gamification teaching strategy on the health literacy of fourth-year BSc Nursing students concerning menstrual blood banking. Methods: A quasi-experimental pretest-posttest design was employed with 80 fourth-year BSc Nursing students at a tertiary nursing college in India. Participants were divided into an experimental group (n=40), receiving a gamified educational module, and a control group (n=40), receiving traditional lectures. The Health Literacy Survey on Menstrual Blood Banking (HLS-MBB), a validated tool, measured health literacy before and after the intervention. The gamified module included points, badges, leader boards, and scenario-based challenges delivered via an e-learning platform. Data were analyzed using paired t-tests and independent t-tests. Results: The experimental group showed a significant increase in health literacy scores post-intervention (mean difference = 16.32, p<0.001) compared to the control group (mean difference = 4.2, p=0.04). The gamified approach also enhanced student engagement and motivation, as reported in post-intervention surveys. Conclusion: Gamification significantly improves health literacy regarding menstrual blood banking among fourth-year BSc Nursing students, suggesting its potential as an innovative teaching strategy in nursing curricula.

International Journal of Environmental Sciences
Openalex Percentile: Top 71%
Health Education and Validation
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