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Nurse Educ Pract ; 68: 103595, 2023 Mar.
Article in English | MEDLINE | ID: mdl-36889165

ABSTRACT

AIM: This study was conducted to evaluate the effect of reinforcement using the Gimkit game and question-and-answer method on the achievement test scores of nursing students. BACKGROUND: Advances in information and communication technology are one of the most important factors affecting change in health systems. The rapid pace of technological evolution has also significantly affected the nursing education curricula. As the nursing profession continues to change and grow, updating learning strategies in nursing education has become a necessity to prepare nursing students for today's health problems. DESIGN: The study was conducted as a quasi-experimental model using the pretest-posttest control group model in non-randomized groups. METHODS: The population of the research consisted of first-year students of the nursing faculty of a state university. The sample of the research consisted of first-year students of the nursing faculty who met the research criteria and accepted to participate in the research. The students participating in the research were divided into experimental and control groups using the simple random method. An achievement test, that is, a pre-test, was administered to both groups before the subject was presented. Afterwards, the same subject was presented to all groups by the same instructor during a 4-h training session. A reinforcement strategy using the Gimkit game was implemented with the students in the experimental group, while the traditional question-and-answer method was used as the reinforcement strategy in the control group. After the reinforcements, the achievement test, that is, the post-test, was administered to both groups again. RESULTS: In the study, it was determined that there was no statistically significant difference between the pre-tests of the experimental group where the Gimkit game was used and the control group where the question-answer method was used (p = 0.223). In addition, a statistically significant difference was found between the post-test scores of the experimental group where the Gimkit game was used and the control group where the question-and-answer method was used (p = 0.009). CONCLUSION: In the study, it was determined that the use of the Gimkit game was more effective on learning the subject than the traditional question-and-answer method.


Subject(s)
Education, Nursing, Baccalaureate , Education, Nursing , Students, Nursing , Humans , Curriculum , Education, Nursing/methods , Faculty, Nursing , Learning
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