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Interactive gamification to enhance active learning in Hematology and Health Determinants in university students

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  • William Mamani Cota

    (Universidad Nacional Federico Villareal, Universidad Continental)

Abstract

The objective of this pedagogical innovation experience was to enhance active learning in the Hematology and Health Determinants courses through gamification strategies. Through digital platforms such as Quizizz, Mentimeter and Educaplay, playful and interactive activities were implemented that significantly increased motivation (85.11% of positive responses) and content comprehension (95.75% of agreement or total agreement). In addition, 93.62% of the students considered Quizizz to be the most useful tool, highlighting its dynamism and immediate feedback. A total of 89.36% expressed interest in continuing to use these tools in other courses, which evidences their acceptance. Gamification also promoted active participation (97.87% indicated an increase) and strengthened collaborative work (100% recognized improvements, either significant or partial). Finally, 95.79% rated their level of understanding as good or excellent after implementation. These results confirm that gamification is an effective strategy to transform traditional educational dynamics, favoring meaningful, participatory and student-centered learning, which is key to respond to the challenges of higher education in Health Sciences.

Suggested Citation

  • William Mamani Cota, 2025. "Interactive gamification to enhance active learning in Hematology and Health Determinants in university students," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(9), pages 9854-9861, September.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-9:p:9854-9861
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