The effect of web-based gamification applications on nursing students' learning regarding cardiopulmonary resuscitation
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Abstract (EN)
The study was conducted as a quasi-experimental study to determine the effects of web-based gamification applications on the knowledge level of nursing students about cardiopulmonary resuscitation. The universe of the study consisted of second-year students enrolled in the Surgical Diseases Nursing course in the spring semester of the 2023-2024 academic year at the Department of Nursing, Faculty of Health Sciences, Karadeniz Technical University. The study was completed between 19.03.2024 and 28.05.2024 with a total of 86 students, 43 in the experimental group and 43 in the control group. Data were collected using the "Student Information Form", "Cardiopulmonary Resuscitation Information Form", "Cardiopulmonary Resuscitation Skill Evaluation Forms" and "Web-Based Gamification Applications Opinion Form". The knowledge levels of both groups were measured before and after the theoretical lesson on cardiopulmonary resuscitation. In the experimental group, the theoretical course was taught in four stages, and after each stage, question practice was applied with web-based gamification applications related to the relevant content and finally, the course was concluded by doing a general exercise. Students' skills were measured with an Objective Structured Clinical Exam after the theoretical lecture. Four weeks after the application, the students' knowledge retention and skill measurements were evaluated. Frequency, percentage, Chi-square test, t-test in independent and dependent groups, ANOVA, Bonferroni test were used to analyze the data. While there was no significant difference between the experimental and control groups in terms of cardiopulmonary resuscitation knowledge scores in the pre-test (p=0.651), the post-test (p=0.03) and permanence test (p=0.09) were found to be statistically higher in the experimental group. Adult, child and infant CPR skill scores of the experimental group after the application and one month later were found to be significantly higher than the control group. As a result of our study, it was determined that the web-based gamification application was effective in increasing the retention of students' cardiopulmonary resuscitation knowledge and skills. It is recommended that the gamification application be used in lessons by integrating it into different knowledge and skill-focused subjects.
Author
Tuğba Özcan
How to Cite
Tuğba Özcan (Doctorate thesis). The effect of web-based gamification applications on nursing students' learning regarding cardiopulmonary resuscitation, 2025, Karadeniz Technical University.
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