EN
Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example
Abstract
This study is a pre-post test without control group intervention research conducted to determine the effect of mobile game application for tracheostomy care on the knowledge, motivation and satisfaction of nursing students. The study was conducted between May-June, 2019. The population of the study consisted of the fourth year students of the Nursing Department, and the sample consisted of 24 students who had the opportunity to practice tracheostomy care on the patient. The data were collected with descriptive features form prepared by the researchers, tracheostomy care knowledge test, mobile learning scale, motivation scale related to teaching material, application evaluation and satisfaction form. Permission from the ethics committee and institution, and consent from students was obtained. Students who completed the descriptive features form and the tracheostomy care knowledge test (pre-test) were loaded with a mobile game of approximately 10 minutes and six stages prepared by the researchers on their mobile phones, and a four-week period was given for them to play. At the end of the period, the students completed the knowledge test (post-test), mobile learning scale, motivation scale about teaching material, application evaluation and satisfaction form. Average measurements and Wilcoxon test were used to evaluate the data. A statistically significant difference was determined between the preliminary and final knowledge test scores of students playing mobile games (p ˂ 0.001). It was determined that the average score of the students from the mobile learning scale was 169.04±18.19 (maximum: 190) and the average score they got from the motivation scale related to the teaching material was 134.1250±15.31 (maximum: 165). It was determined that the satisfaction averages of the students in remembering the game and care were 7.66±1.71 (0-10). Mobile educational games allow students to repeat their knowledge whenever and wherever they want. Therefore, it is recommended to develop and implement similar applications.
Keywords
Supporting Institution
Gazi University Scientific Research Projects Unit
Project Number
project no. 47/2017-11.
Thanks
The authors would like to thank to students who training at 4. Class, from Department of Nursing, Faculty of Health Sciences, University.
References
- [1] D. McEnroe-Petitte, C. Farris, “Using gaming as an active teaching strategy in nursing education”, Teaching and Learning in Nursing, vol. 15, pp. 61-65, 2020. https://doi.org/10.1016/j.teln.2019.09.002
- [2] J. Kang, E. E. Suh, “Development and evaluation of “chronic illness care smartphone apps” on nursing students’ knowledge, self-efficacy, and learning experience”, Computers, Informatics, Nursing, vol. 36, no. 11, pp. 550-559, 2018. 10.1097/CIN.0000000000000447
- [3] Y. Ordu, N. Çalışkan, “The effects of virtual gaming simulation on nursing stude’ts' diagnosis, goal setting, and diagnosis prioritization: A randomized controlled trial”, Nurse Education in Practice, vol. 68, no. 103593, 2023. https://doi.org/10.1016/j.nepr.2023.103593
- [4] P. Poláková, B. Klímová, “Mobile technology and Generation Z in the English language classroom—A preliminary study”, Education Sciences, vol. 9, no. 3, pp. 203, 2019. https://doi.org/10.3390/educsci9030203
- [5] G. Haoran, E. Bazakidi, E. N. Zary, “Serious games in health professions education: review of trends and learning efficacy”, Yearbook of Medical Informatics, vol. 28, no. 01, pp. 240-248, 2019. 10.1055/s-0039-1677904
- [6] A. Min, H. Min, S. Kim, “Effectiveness of serious games in nurse education: A systematic review”, Nurse education today, vol. 108, no. 105178, 2022. https://doi.org/10.1016/j.nedt.2021.105178
- [7] S. K. Ghoman, S. D. Patel, M. Cutumisu, P. von Hauff, T. Jeffery, M. R. Brown, G. M. Schmölzer, “Serious games, a game changer in teaching neonatal resuscitation? A review”. Archives of Disease in Childhood-Fetal and Neonatal Edition, vol. 105, no. 1, pp. 98-107, 2020. http://dx.doi.org/10.1136/archdischild-2019-317011
- [8] M. A. Maheu-Cadotte, S. Cossette, V. Dube, G. Fontaine, A. Lavallee, P. Lavoie, P. M. F. Deschenes, “Efficacy of serious games in healthcare professions education: a systematic review and meta-analysis”, Simulation in Healthcare, vol. 16, no. 3, pp. 199-212, 2021. https://doi.org/10.1016/j.nepr.2021.102967
Details
Primary Language
English
Subjects
Fundamentals of Nursing
Journal Section
Research Article
Publication Date
August 27, 2023
Submission Date
June 23, 2023
Acceptance Date
August 23, 2023
Published in Issue
Year 2023 Volume: 4 Number: 2
APA
Bayram, Ş., & Çalışkan, N. (2023). Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example. Journal of Innovative Healthcare Practices, 4(2), 118-129. https://doi.org/10.58770/joinihp.1318855
AMA
1.Bayram Ş, Çalışkan N. Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example. Journal of Innovative Healthcare Practices. 2023;4(2):118-129. doi:10.58770/joinihp.1318855
Chicago
Bayram, Şüle, and Nurcan Çalışkan. 2023. “Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example”. Journal of Innovative Healthcare Practices 4 (2): 118-29. https://doi.org/10.58770/joinihp.1318855.
EndNote
Bayram Ş, Çalışkan N (August 1, 2023) Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example. Journal of Innovative Healthcare Practices 4 2 118–129.
IEEE
[1]Ş. Bayram and N. Çalışkan, “Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example”, Journal of Innovative Healthcare Practices, vol. 4, no. 2, pp. 118–129, Aug. 2023, doi: 10.58770/joinihp.1318855.
ISNAD
Bayram, Şüle - Çalışkan, Nurcan. “Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example”. Journal of Innovative Healthcare Practices 4/2 (August 1, 2023): 118-129. https://doi.org/10.58770/joinihp.1318855.
JAMA
1.Bayram Ş, Çalışkan N. Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example. Journal of Innovative Healthcare Practices. 2023;4:118–129.
MLA
Bayram, Şüle, and Nurcan Çalışkan. “Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example”. Journal of Innovative Healthcare Practices, vol. 4, no. 2, Aug. 2023, pp. 118-29, doi:10.58770/joinihp.1318855.
Vancouver
1.Şüle Bayram, Nurcan Çalışkan. Mobile Serious Game on Nursing Students’ Knowledge, Motivation, Satisfaction, and Views: Tracheostomy Care Example. Journal of Innovative Healthcare Practices. 2023 Aug. 1;4(2):118-29. doi:10.58770/joinihp.1318855
Cited By
Comparison of the effects of burn assessment mission game with feedback lecture on nursing students’ knowledge and skills in the burn patients’ assessment: a randomized clinical trial
BMC Medical Informatics and Decision Making
https://doi.org/10.1186/s12911-024-02558-4Serious games in nursing education: A systematic review of current evidence
International Journal of Africa Nursing Sciences
https://doi.org/10.1016/j.ijans.2025.100838The Effect of The Escape Room Method on the Patient Care Process of Nursing Students
Journal of Innovative Healthcare Practices
https://doi.org/10.58770/joinihp.1680447