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Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program

Kritika Upadhyay, Nandita Bhatnagar, Sonu Goel

Indian Journal of Public Health

Swansea University Author: Sonu Goel

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Abstract

Education has evolved from the traditional Gurukul system to formal, teacher-led classrooms, and now incorporates modern tools such as PowerPoint and role-play. With shifting learner preferences, the use of game mechanics in nongame contexts has emerged as a strategy to boost engagement, motivation,...

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Published in: Indian Journal of Public Health
ISSN: 0019-557X 2229-7693
Published: Ovid Technologies (Wolters Kluwer Health) 2026
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URI: https://cronfa.swan.ac.uk/Record/cronfa71936
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spelling 2026-05-18T15:00:28.8814854 v2 71936 2026-05-18 Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program 869b32f6094b09537a4447b80f76d3af Sonu Goel Sonu Goel true false 2026-05-18 Education has evolved from the traditional Gurukul system to formal, teacher-led classrooms, and now incorporates modern tools such as PowerPoint and role-play. With shifting learner preferences, the use of game mechanics in nongame contexts has emerged as a strategy to boost engagement, motivation, and retention. The International Public Health Management Development Program (IPHMDP) integrated gamification principles derived from the aforementioned frameworks into its training modules by employing a variety of gamified strategies, including contests, competitive games, and interactive tasks designed to promote engagement and active participation among healthcare professionals. Gamification improved participation, collaboration, motivation, and knowledge retention, supporting capacity-building objectives in public health training. The IPHMDP experience demonstrates its potential to enhance learning outcomes, making it a valuable approach in professional training for health practitioners. Journal Article Indian Journal of Public Health Ovid Technologies (Wolters Kluwer Health) 0019-557X 2229-7693 Gamification, leadership, management, training 18 4 2026 2026-04-18 10.4103/ijph.ijph_891_25 Perspective COLLEGE NANME COLLEGE CODE Swansea University Other 2026-05-18T15:00:28.8814854 2026-05-18T14:44:58.2154023 Faculty of Medicine, Health and Life Sciences Swansea University Medical School - Medicine Kritika Upadhyay 1 Nandita Bhatnagar 2 Sonu Goel 3 71936__36780__05385533f7df4b308a8afaeb9c822ee5.pdf 71936.VoR.pdf 2026-05-18T14:57:45.7369559 Output 329080 application/pdf Version of Record true This is an open access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. true eng https://creativecommons.org/licenses/by-nc-nd/4.0/
title Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
spellingShingle Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
Sonu Goel
title_short Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
title_full Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
title_fullStr Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
title_full_unstemmed Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
title_sort Leveraging Health Education through Integrating Gamification into Traditional Teaching: Learnings from Leadership and Management Program
author_id_str_mv 869b32f6094b09537a4447b80f76d3af
author_id_fullname_str_mv 869b32f6094b09537a4447b80f76d3af_***_Sonu Goel
author Sonu Goel
author2 Kritika Upadhyay
Nandita Bhatnagar
Sonu Goel
format Journal article
container_title Indian Journal of Public Health
publishDate 2026
institution Swansea University
issn 0019-557X
2229-7693
doi_str_mv 10.4103/ijph.ijph_891_25
publisher Ovid Technologies (Wolters Kluwer Health)
college_str Faculty of Medicine, Health and Life Sciences
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hierarchy_top_id facultyofmedicinehealthandlifesciences
hierarchy_top_title Faculty of Medicine, Health and Life Sciences
hierarchy_parent_id facultyofmedicinehealthandlifesciences
hierarchy_parent_title Faculty of Medicine, Health and Life Sciences
department_str Swansea University Medical School - Medicine{{{_:::_}}}Faculty of Medicine, Health and Life Sciences{{{_:::_}}}Swansea University Medical School - Medicine
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description Education has evolved from the traditional Gurukul system to formal, teacher-led classrooms, and now incorporates modern tools such as PowerPoint and role-play. With shifting learner preferences, the use of game mechanics in nongame contexts has emerged as a strategy to boost engagement, motivation, and retention. The International Public Health Management Development Program (IPHMDP) integrated gamification principles derived from the aforementioned frameworks into its training modules by employing a variety of gamified strategies, including contests, competitive games, and interactive tasks designed to promote engagement and active participation among healthcare professionals. Gamification improved participation, collaboration, motivation, and knowledge retention, supporting capacity-building objectives in public health training. The IPHMDP experience demonstrates its potential to enhance learning outcomes, making it a valuable approach in professional training for health practitioners.
published_date 2026-04-18T06:25:33Z
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score 11.106612