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Table 3 Participants responses to gamification experience survey

From: A comparison between the effectiveness of a gamified approach with the conventional approach in point-of-care ultrasonographic training

No

Item

Mean

Likert Scale Response (N, Percentage – (%))

Strongly Disagree

Disagree

Neutral

Agree

Strongly Agree

1

I feel motivated when participating in this course using the gamification approach

4.88

0

0

0

2 (12.5)

14 (87.5)

2

I feel that time passed by quickly during this course

4.88

0

0

0

2 (12.5)

14 (87.5)

3

Overall, I am satisfied with the overall content of delivery of the course

4.88

0

0

0

2 (12.5)

14 (87.5)

4

I believe that my knowledge of ultrasound improved over the course

4.94

0

0

0

1 (6.3)

15 (93.8)

5

I find that my ability to acquire images improved over the course

4.88

0

0

0

4 (25)

12 (75)

6

I am more confident in interpreting ultrasound images

4.62

0

0

0

6 (37.5)

10 (62.5)

7

I believe I can make clinical decisions better with the use of ultrasound after the course

4.75

0

0

0

4 (25)

12 (75)

8

I believe that the friendly competition helped me to retain more information from this 2-day course.

4.94

0

0

0

1 (6.3)

15 (93.8)

9

I enjoyed working with a teammate throughout the course

4.75

0

0

0

4 (25)

12 (75)

10

Group competition and workshop helped me to get to know my colleagues better

4.88

0

0

0

2 (12.5)

14 (87.5)

11

I am satisfied with the team seating arrangement of the course

4.69

0

0

0

5 (31.3)

11 (68.8)

12

The points system motivated me throughout the course

4.69

0

0

0

5 (31.3)

11 (68.8)

13

The leader board system motivated me throughout the course

4.69

0

0

0

5 (31.3)

11 (68.8)

14

A sense of competition motivated me during the course

4.88

0

0

0

2 (12.5)

14 (87.5)

15

I believe that immediate feedback from the quiz was helpful

4.81

0

0

0

3 (18.8)

13 (81.3)

16

The hands-on ultrasound games were enjoyable

5.0

0

0

0

0

16 (100)

17

The presence of rewardsa motivated me through the course

4.56

0

0

0

7 (43.8)

9 (56.3)

  1. Items 1 to 3 represents perception of the engagement component.
  2. Items 4 to 8 represents perception of perceived knowledge and learning benefit in the gamification approach.
  3. Items 9 to 17 represents perception of game elements and game mechanics.
  4. aThe rewards in our case were the small dry food hamper given to the top three teams