Bu araştırma, ciddi oyun tabanlı uygulamaların hemşirelik öğrencilerinin bilgi düzeyine etkisini sistematik derleme ve meta analiz yöntemi ile değerlendirmek amacıyla yapılmıştır. Bu amaçla “serious game, nurse, education, student” anahtar kelimeleri “ve” ve “veya” anahtar kelimeleri ile birleştirilerek Türkçe ve İngilizce olarak PubMed (including MEDLINE), SCOPUS, Cochrane, EBSCOHost, Web of Science, YÖK Ulusal Tez Merkezi ve Google Scholar tabanlarından arama yapılmıştır. Meta analize, 2012-2021 tarihleri arasında randomize kontrollü ve yarı deneysel çalışmalar dahil edilmiştir. Çalışmada, sistematik incelemeler ve meta-analizler için tercih edilen raporlama öğeleri (Preferred Reporting Items for Systematic Rewiews and Meta Analyses-PRISMA) kontrol listesi kullanılmıştır. Bu meta analizde olası bias riskini azaltmak için literatür tarama, makale seçimi, veri çekme ve makale kalitesinin değerlendirilmesi işlemleri bir ve ikinci araştırmacılar tarafından bağımsız olarak yapılmıştır. Veri tabanlarının taranması sonucunda toplam 31.724 yayına ulaşılmıştır. Araştırmaya dahil edilme kriterlerine uygun olan 7 yayının örneklem büyüklüğünün 752 olduğu bulunmuştur. Ciddi oyun uygulamaları hemşirelik öğrencilerinin bilgi düzeyini geliştirdiği belirlenmiştir (SMD:4.70, %95 güven aralığı-GA:3.89-5.51). Ciddi oyun uygulamalarının hemşirelik öğrencilerinin bilgi düzeylerini geliştirmede etkili bir yöntem olduğu sonucuna varılmıştır.
21.A0110.02.01 kodlu GÜBAP2902:Hızlı Destek Programı
Kaynakça
1. Ertmer, P.A, Ottenbreit-Leftwich, A.T, Sadik, O, Sendurur, E, Sendurur, P. (2012). Teacher beliefs and technology integration practices: A critical relationship. Computers & Education, 59 (2), 423-435.
2. Fu, J. (2013). Complexity of ICT in education: A critical literature review and its implications. International Journal of Education and Development Using ICT, 9 (1), 112-125.
3. Graafland, M, Schraagen, J M, Schijven, M.P. (2012). Systematic review of serious games for medical education and surgical skills training. Journal of British Surgery, 99 (10), 1322-1330.
4. American Nurses Credentialing Center (2021). Innovatıon focus. [Online]. Avaiable from: https://www.nursingworld.org/practice-policy/innovation-in-nursing/. [Accessed 10 March 2023].
5. Göriş, S, Bilgi, N, Bayındır, S.K. (2014). Hemşirelik eğitiminde simülasyon kullanımı. Düzce Üniversitesi Sağlık Bilimleri Enstitüsü Dergisi, 1 (2), 25-29.
6. Krautscheid, L, Burton, D. (2003). Technology in nursing education. Oregon education-based technology needs assessment: Expanding nursing education capacity. [online]. Avaiable from: www.oregoncenterfornursing.org/documents/Tech. [Accessed 1 December 2021].
7. Raman, J. (2015). Mobile technology in nursing education: where do we go from here? A review of the literature. Nurse Education Today, 35 (5), 663-672.
8. Hayden, E.L, Seagull, F.J, Reddy, R.M. (2015). Developing an educational video on lung lobectomy for the general surgery resident. Journal of Surgical , 196 (2), 216-220.
9. Merrill, E.B. (2015). Integrating technology into nursing education. Association of Black Nursing Faculty in Higher Education, 26 (4), 72-73.
10. Canbay, İ. (2012). Matematikte eğitsel oyunların 7. Sınıf öğrencilerinin öz-düzenleyici öğrenme stratejileri, motivasyonel inançları ve akademik başarılarına etkisinin incelenmesi. Yüksek lisans tezi, Marmara Üniversitesi Eğitim Bilimleri Enstitüsü, İlköğretim Ana Bilim Dalı, İstanbul.
11. Mayer, R.E, Schustack, M.W, Blanton, W.E. (1999). What do children learn from using computers in an informal, collaborative setting? Educational Technology, 9, 27-31.
12. de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. [online]. Avaiable from: https://www.webarchive.org.uk/wayback/archive/ 20140613220103/http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf. [Accessed 1 November 2021].
13. Bilen, M. (2014). Plandan Uygulamaya Öğretim. Sekizinci baskı, (56-126). Ankara: Anı Yayıncılık.
14. Duff, E, Miller, L, Bruce, J. (2016). Online virtual simulation and diagnostic reasoning: A scoping review. Clinical Simulation in Nursing, 12 (9), 377-384.
15. Kapp, K.M, Blair, L, Mesch, R. (2014). The Gamification Of Learning And İnstruction Fieldbook: Ideas into Practice. 1 th ed. (199-218). San Francisco: Wiley & Sons.
16. Avcı, Ü, Sert, G, Özdinç, F, Tüzün, H. (2009). Eğitsel bilgisayar oyunlarının bilişim teknolojileri dersindeki kullanım etkileri. 9. Uluslaarası Eğitim Teknolojileri Konferansı, Ankara,
17. Jeffries, P.R, Dreifuerst, K, Aschenbrenner, D, Adamson, K, Schram, A. (2015). Clinical Simulations İn Nursing Education: Overview, Essentials, And The Evidence. Oermann MH (Ed.), Teaching İn Nursing And Role Of The Educator: The Complete Guide To Best Practice İn Teaching, Evaluation, And Curriculum Development. (83-101). New York: Springer Publishing Company.
18. Ricciardi, F, De Paolis, L.T. (2014). A comprehensive review of serious games in health professions. International Journal of Computer Games Technology. http://dx.doi.org/10.1155/2014/787968.
19. Levett-Jones, T, Hoffman, K, Dempsey, J, Jeong, S.Y.S, Noble, D, Norton, C.A, Roche, J, Hickey, N. (2010). The ‘five rights’ of clinical reasoning: An educational model to enhance nursing students’ ability to identify and manage clinically ‘at risk’patients. Nurse Education Today, 30 (6), 515-20.
20. Nasiri, M, Eslami, J, Rashidi, N, Paim, C.P.P, Akbari, F, Torabizadeh, C, Havaeji, F.S, Goldmeier, S, Abbasi, M. (2021). “Playing with Surgical Instruments (PlaSurIn)” game to train operating room novices how to set up basic surgical instruments: A validation study. Nurse Education Today, 105, 105047.
21. Paim, C.P.P, Goldmeier, S. (2017). Development of an educational game to set up surgical instruments on the Mayo stand or back table: Applied research in production technology. JMIR Serious Games, 5 (1), e6048.
22. Fonseca, L.M, Dias, D.M, Góes Fdos, S, Seixas, C.A, Scochi, C.G, Martins, J.C, Rodrigues, M.A. (2014). Development of the e-Baby serious game with regard to the evaluation of oxygenation in preterm babies: contributions of the emotional design. Comput Inform Nurs, 32 (9), 428-436.
23. Boada, I, Rodriguez-Benitez, A, Garcia-Gonzalez, J.M, Olivet, J, Carreras, V, Sbert, M. (2015). Using a serious game to complement CPR instruction in a nurse faculty. Computer Methods And Programs İn Biomedicine, 122 (2), 282-291.
24. Foss, B, Lokken, A, Leland, A, Stordalen, J, Mordt, P, Oftedal, B.F. (2014). Digital game-based learning: A supplement for medication calculation drills in nurse education. E-learning and Digital Media, 11 (4), 342-349.
25. Tan, A.J.Q, Lee, C.C.S, Lin, P.Y, Cooper, S, Lau, L.S.T, Chua, W.L, Liaw, S.Y. (2017). Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial. Nurse Education Today, 55, 38-44.
26. Bayram, S.B, Çalışkan, N. (2019). Effect of a game-based virtual reality phone application on tracheostomy care education for nursing students: a randomized controlled trial. Nurse Education Today, 79, 25-31.
27. Erdoğan, Ç. (2020). Yenidoğan yoğun bakım ünitesindeki bebeğin gelişimsel bakımı ile ilgili hemşirelik öğrencilerine verilen dijital oyun temelli öğrenmenin etkinliğinin değerlendirilmesi. Doktora tezi, Pamukkale Üniversitesi Sağlık Bilimleri Enstitüsü, Hemşirelik Anabilim Dalı, Denizli.
28. Moher, D, Liberati, A, Tetzlaff, J, Altman, D.G. (2009) Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement Ann. Intern. Med, 151 (4), 264-269.
29. Higgins, J.P., Altman, D.G, Gøtzsche, P.C. Jüni, P, Moher, D, Oxman, A.D , Savović, J, Schulz, K.F, Weeks, L, Sterne, J.A. (2011). The cochrane collaboration’s tool for assessing risk of bias in randomised trials. BMJ, 343, d5928 doi: 10.1136/bmj.d5928.
30. Tufanaru, C., Munn, Z., Aromataris, E., Campbell, J., & Hopp, L. (2017). Systematic reviews of effectiveness. In Joanna Briggs Institute reviewer’s manual (pp. 3-10). Adelaide, Australia: The Joanna Briggs Institute
31. Gutiérrez-Puertas, L, García-Viola, A, Márquez-Hernández, V.V, Garrido-Molina, J.M, Granados-Gámez, G, Aguilera-Manrique, G. (2021). Guess it (SVUAL): an app designed to help nursing students acquire and retain knowledge about basic and advanced life support techniques. Nurse Educ. Pract., 50 (1), 102961.
32. Del Blanco, Á, Torrente, J, Fernández-Manjón, B, Ruiz, P, Giner, M. (2017). Using a videogame to facilitate nursing and medical students' first visit to the operating theatre. A randomized controlled trial. Nurse Education Today, 55 (4), 45-53.
33. Kang, J, Suh, E.E. (2018). Development and evaluation of "chronic illness care smartphone apps" on nursing students' knowledge, self-efficacy, and learning experience. Comput. Inform. Nurs, 36 (11), 550-559.
34. Anderson, M, Zielke, M.A, Nelson, K.A, Thomas, P.E, Hardee, G, John, L.D. (2012). Can a virtual patient trainer teach student nurses how to save lives—teaching nursing students about pediatric respiratory diseases. Simulation in Healthcare, 7 (1), 10-17.
35. Gravetter, F. J., Wallnau, L. B., Forzano, L. A. B., & Witnauer, J.E. (2020). Essentials of statistics for the behavioral sciences. Cengage Learning.
36. Checa, D, Miguel-Alonso, I, Bustillo, A. (2021). Immersive virtual-reality computer-assembly serious game to enhance autonomous learning. Virtual Reality, 21, 1-18.
37. Rosser, J.C, Lynch, P.J, Cuddihy, L, Gentile, D.A, Klonsky, J, Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142 (2), 181-186.
38. Cowen, K.J, Tesh, A.S. (2002). Effects of gaming on nursing students' knowledge of pediatric cardiovascular dysfunction. Slack Incorporated Thorofare, 41 (11), 507-509.
39. Buttussi, F, Pellis, T, Vidani, A.C, Pausler, D, Carchietti, E, Chittaro, L. (2013). Evaluation of a 3D serious game for advanced life support retraining. International Journal of Medical İnformatics, 82 (9), 798-809.
40. Madden, C. (2006). Undergraduate nursing students’ acquisition and retention of CPR knowledge and skills. Nurse Education Today, 26 (3), 218-227.
The Effect of Serious Game-Based Practices on Nursing Students' Knowledge Level: Systematic Review and Meta-Analysis
Yıl 2023,
Cilt: 12 Sayı: 3, 1193 - 1201, 26.09.2023
This study was conducted to evaluate the effect of serious game-based applications on the knowledge level of nursing students by systematic review and meta-analysis method. For this purpose, the keywords "serious game, nurse, education, student" were combined with the keywords "and" and "or" and searched in PubMed (including MEDLINE), SCOPUS, Cochrane, EBSCOHost, Web of Science, YÖK National Thesis Centre and Google Scholar in Turkish and English. Randomised controlled and quasi-experimental studies between 2012 and 2021 were included in the meta-analysis. The Preferred Reporting Items for Systematic Reviews and Meta Analyses (PRISMA) checklist was used in the study. In order to reduce the risk of bias in this meta-analysis, literature search, article selection, data extraction and evaluation of article quality were performed independently by one and two researchers. A total of 31,724 publications were reached as a result of searching the databases. It was found that the sample size of the 7 publications that met the inclusion criteria was 752. It was determined that serious game applications improved the knowledge level of nursing students (SMD: 4.70, 95% confidence interval-GA: 3.89-5.51). It was concluded that serious game applications are an effective method to improve the knowledge level of nursing students.
21.A0110.02.01 kodlu GÜBAP2902:Hızlı Destek Programı
Kaynakça
1. Ertmer, P.A, Ottenbreit-Leftwich, A.T, Sadik, O, Sendurur, E, Sendurur, P. (2012). Teacher beliefs and technology integration practices: A critical relationship. Computers & Education, 59 (2), 423-435.
2. Fu, J. (2013). Complexity of ICT in education: A critical literature review and its implications. International Journal of Education and Development Using ICT, 9 (1), 112-125.
3. Graafland, M, Schraagen, J M, Schijven, M.P. (2012). Systematic review of serious games for medical education and surgical skills training. Journal of British Surgery, 99 (10), 1322-1330.
4. American Nurses Credentialing Center (2021). Innovatıon focus. [Online]. Avaiable from: https://www.nursingworld.org/practice-policy/innovation-in-nursing/. [Accessed 10 March 2023].
5. Göriş, S, Bilgi, N, Bayındır, S.K. (2014). Hemşirelik eğitiminde simülasyon kullanımı. Düzce Üniversitesi Sağlık Bilimleri Enstitüsü Dergisi, 1 (2), 25-29.
6. Krautscheid, L, Burton, D. (2003). Technology in nursing education. Oregon education-based technology needs assessment: Expanding nursing education capacity. [online]. Avaiable from: www.oregoncenterfornursing.org/documents/Tech. [Accessed 1 December 2021].
7. Raman, J. (2015). Mobile technology in nursing education: where do we go from here? A review of the literature. Nurse Education Today, 35 (5), 663-672.
8. Hayden, E.L, Seagull, F.J, Reddy, R.M. (2015). Developing an educational video on lung lobectomy for the general surgery resident. Journal of Surgical , 196 (2), 216-220.
9. Merrill, E.B. (2015). Integrating technology into nursing education. Association of Black Nursing Faculty in Higher Education, 26 (4), 72-73.
10. Canbay, İ. (2012). Matematikte eğitsel oyunların 7. Sınıf öğrencilerinin öz-düzenleyici öğrenme stratejileri, motivasyonel inançları ve akademik başarılarına etkisinin incelenmesi. Yüksek lisans tezi, Marmara Üniversitesi Eğitim Bilimleri Enstitüsü, İlköğretim Ana Bilim Dalı, İstanbul.
11. Mayer, R.E, Schustack, M.W, Blanton, W.E. (1999). What do children learn from using computers in an informal, collaborative setting? Educational Technology, 9, 27-31.
12. de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. [online]. Avaiable from: https://www.webarchive.org.uk/wayback/archive/ 20140613220103/http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf. [Accessed 1 November 2021].
13. Bilen, M. (2014). Plandan Uygulamaya Öğretim. Sekizinci baskı, (56-126). Ankara: Anı Yayıncılık.
14. Duff, E, Miller, L, Bruce, J. (2016). Online virtual simulation and diagnostic reasoning: A scoping review. Clinical Simulation in Nursing, 12 (9), 377-384.
15. Kapp, K.M, Blair, L, Mesch, R. (2014). The Gamification Of Learning And İnstruction Fieldbook: Ideas into Practice. 1 th ed. (199-218). San Francisco: Wiley & Sons.
16. Avcı, Ü, Sert, G, Özdinç, F, Tüzün, H. (2009). Eğitsel bilgisayar oyunlarının bilişim teknolojileri dersindeki kullanım etkileri. 9. Uluslaarası Eğitim Teknolojileri Konferansı, Ankara,
17. Jeffries, P.R, Dreifuerst, K, Aschenbrenner, D, Adamson, K, Schram, A. (2015). Clinical Simulations İn Nursing Education: Overview, Essentials, And The Evidence. Oermann MH (Ed.), Teaching İn Nursing And Role Of The Educator: The Complete Guide To Best Practice İn Teaching, Evaluation, And Curriculum Development. (83-101). New York: Springer Publishing Company.
18. Ricciardi, F, De Paolis, L.T. (2014). A comprehensive review of serious games in health professions. International Journal of Computer Games Technology. http://dx.doi.org/10.1155/2014/787968.
19. Levett-Jones, T, Hoffman, K, Dempsey, J, Jeong, S.Y.S, Noble, D, Norton, C.A, Roche, J, Hickey, N. (2010). The ‘five rights’ of clinical reasoning: An educational model to enhance nursing students’ ability to identify and manage clinically ‘at risk’patients. Nurse Education Today, 30 (6), 515-20.
20. Nasiri, M, Eslami, J, Rashidi, N, Paim, C.P.P, Akbari, F, Torabizadeh, C, Havaeji, F.S, Goldmeier, S, Abbasi, M. (2021). “Playing with Surgical Instruments (PlaSurIn)” game to train operating room novices how to set up basic surgical instruments: A validation study. Nurse Education Today, 105, 105047.
21. Paim, C.P.P, Goldmeier, S. (2017). Development of an educational game to set up surgical instruments on the Mayo stand or back table: Applied research in production technology. JMIR Serious Games, 5 (1), e6048.
22. Fonseca, L.M, Dias, D.M, Góes Fdos, S, Seixas, C.A, Scochi, C.G, Martins, J.C, Rodrigues, M.A. (2014). Development of the e-Baby serious game with regard to the evaluation of oxygenation in preterm babies: contributions of the emotional design. Comput Inform Nurs, 32 (9), 428-436.
23. Boada, I, Rodriguez-Benitez, A, Garcia-Gonzalez, J.M, Olivet, J, Carreras, V, Sbert, M. (2015). Using a serious game to complement CPR instruction in a nurse faculty. Computer Methods And Programs İn Biomedicine, 122 (2), 282-291.
24. Foss, B, Lokken, A, Leland, A, Stordalen, J, Mordt, P, Oftedal, B.F. (2014). Digital game-based learning: A supplement for medication calculation drills in nurse education. E-learning and Digital Media, 11 (4), 342-349.
25. Tan, A.J.Q, Lee, C.C.S, Lin, P.Y, Cooper, S, Lau, L.S.T, Chua, W.L, Liaw, S.Y. (2017). Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial. Nurse Education Today, 55, 38-44.
26. Bayram, S.B, Çalışkan, N. (2019). Effect of a game-based virtual reality phone application on tracheostomy care education for nursing students: a randomized controlled trial. Nurse Education Today, 79, 25-31.
27. Erdoğan, Ç. (2020). Yenidoğan yoğun bakım ünitesindeki bebeğin gelişimsel bakımı ile ilgili hemşirelik öğrencilerine verilen dijital oyun temelli öğrenmenin etkinliğinin değerlendirilmesi. Doktora tezi, Pamukkale Üniversitesi Sağlık Bilimleri Enstitüsü, Hemşirelik Anabilim Dalı, Denizli.
28. Moher, D, Liberati, A, Tetzlaff, J, Altman, D.G. (2009) Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement Ann. Intern. Med, 151 (4), 264-269.
29. Higgins, J.P., Altman, D.G, Gøtzsche, P.C. Jüni, P, Moher, D, Oxman, A.D , Savović, J, Schulz, K.F, Weeks, L, Sterne, J.A. (2011). The cochrane collaboration’s tool for assessing risk of bias in randomised trials. BMJ, 343, d5928 doi: 10.1136/bmj.d5928.
30. Tufanaru, C., Munn, Z., Aromataris, E., Campbell, J., & Hopp, L. (2017). Systematic reviews of effectiveness. In Joanna Briggs Institute reviewer’s manual (pp. 3-10). Adelaide, Australia: The Joanna Briggs Institute
31. Gutiérrez-Puertas, L, García-Viola, A, Márquez-Hernández, V.V, Garrido-Molina, J.M, Granados-Gámez, G, Aguilera-Manrique, G. (2021). Guess it (SVUAL): an app designed to help nursing students acquire and retain knowledge about basic and advanced life support techniques. Nurse Educ. Pract., 50 (1), 102961.
32. Del Blanco, Á, Torrente, J, Fernández-Manjón, B, Ruiz, P, Giner, M. (2017). Using a videogame to facilitate nursing and medical students' first visit to the operating theatre. A randomized controlled trial. Nurse Education Today, 55 (4), 45-53.
33. Kang, J, Suh, E.E. (2018). Development and evaluation of "chronic illness care smartphone apps" on nursing students' knowledge, self-efficacy, and learning experience. Comput. Inform. Nurs, 36 (11), 550-559.
34. Anderson, M, Zielke, M.A, Nelson, K.A, Thomas, P.E, Hardee, G, John, L.D. (2012). Can a virtual patient trainer teach student nurses how to save lives—teaching nursing students about pediatric respiratory diseases. Simulation in Healthcare, 7 (1), 10-17.
35. Gravetter, F. J., Wallnau, L. B., Forzano, L. A. B., & Witnauer, J.E. (2020). Essentials of statistics for the behavioral sciences. Cengage Learning.
36. Checa, D, Miguel-Alonso, I, Bustillo, A. (2021). Immersive virtual-reality computer-assembly serious game to enhance autonomous learning. Virtual Reality, 21, 1-18.
37. Rosser, J.C, Lynch, P.J, Cuddihy, L, Gentile, D.A, Klonsky, J, Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142 (2), 181-186.
38. Cowen, K.J, Tesh, A.S. (2002). Effects of gaming on nursing students' knowledge of pediatric cardiovascular dysfunction. Slack Incorporated Thorofare, 41 (11), 507-509.
39. Buttussi, F, Pellis, T, Vidani, A.C, Pausler, D, Carchietti, E, Chittaro, L. (2013). Evaluation of a 3D serious game for advanced life support retraining. International Journal of Medical İnformatics, 82 (9), 798-809.
40. Madden, C. (2006). Undergraduate nursing students’ acquisition and retention of CPR knowledge and skills. Nurse Education Today, 26 (3), 218-227.
Kulakaç, N., & Çilingir, D. (2023). Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme ve Meta Analiz. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, 12(3), 1193-1201. https://doi.org/10.37989/gumussagbil.1342194
AMA
Kulakaç N, Çilingir D. Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme ve Meta Analiz. Gümüşhane Sağlık Bilimleri Dergisi. Eylül 2023;12(3):1193-1201. doi:10.37989/gumussagbil.1342194
Chicago
Kulakaç, Nurşen, ve Dilek Çilingir. “Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme Ve Meta Analiz”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 12, sy. 3 (Eylül 2023): 1193-1201. https://doi.org/10.37989/gumussagbil.1342194.
EndNote
Kulakaç N, Çilingir D (01 Eylül 2023) Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme ve Meta Analiz. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 12 3 1193–1201.
IEEE
N. Kulakaç ve D. Çilingir, “Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme ve Meta Analiz”, Gümüşhane Sağlık Bilimleri Dergisi, c. 12, sy. 3, ss. 1193–1201, 2023, doi: 10.37989/gumussagbil.1342194.
ISNAD
Kulakaç, Nurşen - Çilingir, Dilek. “Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme Ve Meta Analiz”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 12/3 (Eylül 2023), 1193-1201. https://doi.org/10.37989/gumussagbil.1342194.
JAMA
Kulakaç N, Çilingir D. Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme ve Meta Analiz. Gümüşhane Sağlık Bilimleri Dergisi. 2023;12:1193–1201.
MLA
Kulakaç, Nurşen ve Dilek Çilingir. “Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme Ve Meta Analiz”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, c. 12, sy. 3, 2023, ss. 1193-01, doi:10.37989/gumussagbil.1342194.
Vancouver
Kulakaç N, Çilingir D. Ciddi Oyun Tabanlı Uygulamaların Hemşirelik Öğrencilerinin Bilgi Düzeyine Etkisi: Sistematik Derleme ve Meta Analiz. Gümüşhane Sağlık Bilimleri Dergisi. 2023;12(3):1193-201.