NEWS

From Revision to Research: Nurmedy.com Brings Gamified Learning to IIUM’s Final-Year Nursing Students

A student-led competition by NurSS transformed professional examination preparation into an interactive learning experience — while also becoming part of a Final Year Project examining the effectiveness of gamification in nursing education.

Kulliyyah of Nursing, IIUM 11–31 May 2026

KUANTAN — Preparing for a Final Professional Examination is often associated with long hours of revision, notes and practice questions. For a group of final-year nursing students at the Kulliyyah of Nursing (KON), International Islamic University Malaysia (IIUM), however, revision took a more interactive turn through a three-week gamified learning initiative powered by Nurmedy.com. The Gamified Learning Competition for Year 4 Nursing Students via Nurmedy.com was organised by the Education and Development Bureau of the Nursing Students’ Society (NurSS) 2025/2026, Kulliyyah of Nursing, IIUM. Conducted fully online from 11 to 31 May 2026, the programme introduced Year 4 nursing students to a series of digital educational games designed to complement their preparation for the Final Professional Examination. The involvement of the Nurmedy.com team added another dimension to the initiative by providing a digital environment where students could engage with nursing knowledge beyond conventional revision methods.

Nurmedy.com team during the Gamified Learning Competition at Kulliyyah of Nursing IIUM
Nurmedy.com supported the student-led gamified learning initiative organised by the Nursing Students’ Society (NurSS), Kulliyyah of Nursing, IIUM.
3 Weeks of gamified learning and professional examination preparation
33 Final-year nursing students participated in the initiative

Programme

Gamified Learning Competition for Year 4 Nursing Students via Nurmedy.com

11–31 May 2026

Online via Nurmedy.com

Organised by

Education & Development Bureau

Nursing Students’ Society (NurSS) 2025/2026

Kulliyyah of Nursing, IIUM

Turning Revision into an Experience

Through interactive educational games hosted on the platform, students were encouraged to test their knowledge, revisit important nursing concepts and challenge themselves in a more engaging and competitive learning environment. Rather than positioning gamification simply as entertainment, the initiative explored its potential as a meaningful educational strategy for nursing students approaching professional practice.

Throughout the programme, participants were exposed to a variety of gamified activities including crosswords, quizzes, drag-and-match exercises and flashcards covering nursing-related topics such as the nervous system, genitourinary terminology, hormones, maternity terminology, the National Immunisation Schedule, mental health terminology, anti-arrhythmia and inotropic medications, drug administration abbreviations and simple ECG interpretation.

The competition was structured across three weeks, with educational game tasks introduced progressively throughout the programme. Students demonstrated active participation in the weekly activities, reflecting encouraging levels of interest and motivation towards self-directed learning and revision.

When a Student Programme Meets Student Research

What makes this initiative particularly noteworthy is that it extended beyond a student competition. The programme was also conducted in conjunction with the Final Year Project research of Sr. Aida Hannani Mohd Azuan, a final-year nursing student at the Kulliyyah of Nursing, IIUM.

“Evaluating the Effectiveness of the Nurmedy Game Among Final Year Nursing Students’ Academic Performance in Preparation for Final Professional Exam”

Her research adds an important academic dimension to the initiative by examining whether the use of the Nurmedy game may contribute to students’ academic preparation for one of the most significant examinations of their undergraduate nursing journey.

In other words, students were not merely playing educational games for a competition. The initiative also provided a real-world setting in which the potential educational value of gamification could be studied systematically.

While programme feedback tells us whether students enjoyed the experience, the research asks an even more important question: can gamified learning make a measurable difference to academic performance?

Positive Responses from Students

Early feedback from participants has been encouraging. Students generally reported positive experiences with both the organisation and implementation of the competition. Participants felt that the gamified activities made learning more engaging, enjoyable and motivating than traditional revision approaches. Students also reported perceived improvements in their understanding of nursing concepts, critical thinking and self-directed learning, while Nurmedy.com was regarded as a user-friendly platform for supporting online learning.

Participants nevertheless offered valuable suggestions for future improvement, including incorporating more clinical case-based challenges, expanding the variety of educational games and extending the duration of future competitions.

More Than Just an Online Quiz

For NurSS, the programme demonstrates what can be achieved when students themselves take ownership of educational innovation. For Nurmedy.com, the initiative represents an opportunity to move beyond being simply an online quiz or educational game platform. Its involvement demonstrates how digital learning tools can potentially become part of a wider educational ecosystem connecting revision, student engagement, research and innovation in nursing education.

The programme also reflects a broader shift within nursing education towards learning approaches that are more interactive, accessible and responsive to the needs of contemporary learners.

Recognition of winners of the Nurmedy.com Gamified Learning Competition

Celebrating Six Year 4 Winners

Beyond participation, the competition also celebrated six Year 4 nursing students who emerged as winners following their performance in the gamified learning activities. Their achievements reflect the spirit of the initiative — active learning, healthy competition and a willingness to explore new approaches to revision.

1 Zarifah Izzati Bt Pabbi Year 4 (Zephyrs)
2 Nur Ain Azwa Binti Mat Jais Year 4 (Zephyrs)
3 Nur Fatin Alya Binti Mohd Rosdi Year 4 (Zephyrs)
4 Nur Alya Farhana Binti Suhaimi Year 4 (Zephyrs)
5 Najwa Asyilah Binti Khairul Asmadi Year 4 (Zephyrs)
6 Nuramalia Binti Abdul Rahim Year 4 (Zephyrs)
The Story Continues

From Clicks and Quizzes to Evidence and Outcomes

The programme demonstrated encouraging potential for gamified learning as a sustainable and innovative educational initiative that could be further developed for future nursing cohorts.

Perhaps most excitingly, the story is not finished yet. The next chapter will come from Sr. Aida Hannani Mohd Azuan’s research findings, which may offer valuable evidence on whether the positive experiences reported by students are accompanied by measurable academic benefits.

For now, the initiative involving NurSS, the Kulliyyah of Nursing IIUM and Nurmedy.com offers an encouraging example of what can happen when student leadership, educational technology and undergraduate research come together around a common goal.

Can learning be both more engaging and more effective? Nurmedy.com is helping nursing students explore the answer.

As the findings of Sr. Aida Hannani’s research are eagerly anticipated, it is hoped that Nurmedy.com will continue to grow, innovate and create meaningful learning opportunities for nursing students, educators and the wider nursing community — at IIUM and beyond.