Determination of Nursing Students' Views and Attitudes on the Use of Interactive Digital Applications in Lectures
Yıl 2025,
Sayı: 12, 1 - 8, 07.08.2025
Amine Terzi
Öz
Introduction: In recent years, the use of technology-based digital applications has increased in order to enhance student engagement in the classroom. This study aims to determine the views and attitudes of nursing students about the use of interactive digital applications in lectures.
Methods: This study employed a combination of quantitative and qualitative research methods. The data were collected through a student information form and a semi-structured questionnaire. The research was conducted in the nursing department of a state university in Turkey, and the sample of the study consisted of 314 nursing students. The SPSS 26.0 program was used to evaluate quantitative data. Qualitative data were analysed by the thematic analysis method.
Results: 62.1% of the students participating in the study were female, and the mean age was 21.14±1.45. 54.1% of the students stated that they knew interactive digital applications. In the evaluation made among these students, 63.5% of the students stated that their favourite aspect of interactive digital applications was "making solving questions fun", and 46.5% of them stated that "there is not enough time to think about difficult questions". 50.3% of the students stated that it would be easier to understand the lesson when these applications were used, and 47.8% thought that learning would become more fun. As a result of the thematic analysis, eight themes were created for the students' responses.
Conclusion: It is thought that integrating interactive digital applications into lessons in a manner appropriate to our era can help achieve the expected learning outcomes and enhance the quality of nursing education. Faculty members should be supported in actively using these practices.
Etik Beyan
Permission was obtained from Artvin Coruh University Scientific Research and Publication Ethics Committee (Date:04.01.2022, Number: E-18457941-050.99-34763), and all procedures were performed in accordance with the ethical standards. Informed consent was obtained from all participants prior to the study.
It is declared that scientific and ethical principles were complied with during the preparation of this study and all the studies used in this study were cited in the bibliography.
No artificial intelligence-based tools or applications were utilized in the preparation of this manuscript. All content was generated solely by the author(s) in adherence to scientific research methodologies and academic ethical standards.
Destekleyen Kurum
No external funding was used to support this research.
Kaynakça
-
Aras, G. N., and Çiftçi, B. (2021). Comparison of the effect of reinforcement with question-answer and Kahoot method on the success and motivation levels of nursing students: A quasi-experimental review. Nurse Education Today, 102, 104930. https://doi.org/10.1016/j.nedt.2021.104930
-
Bertiz, Y., ve Baltacı, Ş. (2023). Eğitim teknolojilerinde Web 2.0 araçlarının kullanımına yönelik yapılmış çalışmaların sistematik incelemesi. Eğitim Teknolojisi Kuram ve Uygulama, 13(2), 352-372. https://doi.org/10.17943/etku.1198669
-
Bilgiç, H. G., Duman, D., ve Seferoğlu, S. S. (2011, Şubat 2-4). Dijital yerlilerin özellikleri ve çevrim içi ortamların tasarlanmasındaki etkileri. Akademik Bilişim’11 - XIII. Akademik Bilişim Konferansı Bildirileri (ss. 257-263). İnönü Üniversitesi.
-
Cadet, M. J. (2023). Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning. Teaching and Learning in Nursing, 18, 419-422. https://doi.org/10.1016/j.teln.2023.03.009
-
Castro, M. J., López, M., Cao, M. J., Fernández-Castro, M., García, S., Frutos, M., Jiménez, J. M. (2019). Impact of educational games on academic outcomes of students in the Degree in Nursing. Plos One, 14(7), e0220388. https://doi.org/10.1371/journal.pone.0220388
-
Coveney, K., Somanadhan, S., Nicholson, E., Piga, S., Pizziconi, V., D’Elpidio, G., and Gazzelloni, A. (2022). First year nursing students’ evaluation of Kahoot! to facilitate learning and testing knowledge. Teaching and Learning in Nursing, 17(2), 163-168. https://doi.org/10.1016/j.teln.2021.11.004
-
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., et al. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
-
Erten, P. (2019). Z kuşağının dijital teknolojiye yönelik tutumları. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 10(1), 190-202.
-
Gause, G., Mokgaola, I.O., and Rakhudu, M.A. (2022). Technology usage for teaching and learning in nursing education: An integrative review. Curationis 45(1), a2261. https://doi.org/10.4102/curationis.v45i1.2261
-
Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences, p.3025-3034. https://doi.org/10.1109/HICSS.2014.377
-
Hussein, M. H., Ow, S. H., Cheong, L. S., and Thong, M. K. (2019). A digital game-based learning method to improve students’ critical thinking skills in elementary science. Ieee Acces, 7, 96309-96318. https://doi.org/10.1109/ACCESS.2019.2929089
-
Kudubes, A. A. (2025). The effect of using Kahoot in pediatric emergency nursing lessons on students’ success and motivation levels: A randomized controlled study. Nurse Education in Practice, 83, 104265. https://doi.org/10.1016/j.nepr.2025.104265
-
Mao, W., Cui, Y., Chiu, M. M., and Lei, H. (2021). Effects of game-based learning on students’ critical thinking: A meta-analysis. Journal of Educational Computing Research, 59(8), 1682-1708. https://doi.org/10.1177/07356331211007098
-
Messiou, K., Ainscow, M., Echeita, G., Goldrick, S., Hope, M. et al. (2016). Learning from differences: a strategy for teacher development in respect to student diversity. School Effectiveness and School Improvement, 27(1), 45-61. https://doi.org/10.1080/09243453.2014.966726
-
Meum, T. T., Koch, T. B., Briseid, H. S., Vabo, G. L., and Rabben, J. (2021). Perceptions of digital technology in nursing education: A qualitative study. Nurse Education in Practice, 54, 103136. https://doi.org/10.1016/j.nepr.2021.103136
-
Mohin, M., Kunzwa, L., and Patel, S. (2022). Using mentimeter to enhance learning and teaching in a large class. International Journal of Educational Policy Research and Review, 9(2), 48-57. https://doi.org/10.15739/IJEPRR.22.005
-
Naamati-Schneider, L., and Alt, D. (2023). Enhancing collaborative learning in health management education: an investigation of Padlet-mediated interventions and the influence of flexible thinking. BMC Medical Education, 23(1), 846. https://doi.org/10.1186/s12909-023-04796-y
-
Ordu, Y., Yılmaz, S., and Öz, G. Ö. (2024). Edpuzzle application in ımproving nursing students' metric and drug dose calculation skills in a virtual learning environment: mixed methods study. Clinical and Experimental Health Sciences, 14(4), 943-951. https://doi.org/10.33808/clinexphealthsci.1282606
-
Öz G. Ö., and Ordu, Y. (2021). The effects of web based education and Kahoot usage in evaluation of the knowledge and skills regarding intramuscular injection among nursing students. Nurse Education Today, 103, 104910. https://doi.org/10.1016/j.nedt.2021.104910
-
Pichardo, J. I, López-Medina, E. F., Mancha-Cáceres, O., González-Enríquez, I., Hernández-Melián, A., Blázquez-Rodríguez, M. et al. (2021). Students and teachers using mentimeter: Technological innovation to face the challenges of the covid-19 pandemic and post-pandemic in higher education. Education Sciences, 11(11), 667. https://doi.org/10.3390/educsci11110667
-
Plass, J. L., Homer, B. D., and Kinzer, C. K. (2015). Foundations of game-based learning. Educational psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
Ranjbaran, F., Al-Abri, A., and Sobhanifar, H. (2023). Integration of Mentimeter into the classroom: A scoping review. In Istes Books (ss. 277–299). ISTES Organization.
-
Setiawan, M. A., and Qamariah, Z. (2023). A practical guide in designing curriculum for diverse learners. PUSTAKA: Jurnal Bahasa Dan Pendidikan, 3(3), 260-275. https://doi.org/10.56910/pustaka.v3i3.741
-
Tondeur, J., Van Braak, J., Ertmer, P. A., and Ottenbreit-Leftwich, A. (2017). Understanding the relationship between teachers’ pedagogical beliefs and technology use in education: A systematic review of qualitative evidence. Educational Technology Research and Development, 65, 555-575. https://doi.org/10.1007/s11423-016-9481-2
-
Wang, M. C., Tang, J. S., Liu, Y. P., Chuang, C. C., and Shih, C. L. (2023). Innovative digital technology adapted in nursing education between Eastern and Western countries: a mini-review. Frontiers in Public Health, 11, 1167752. https://doi.org/10.3389/fpubh.2023.1167752
-
Zahra, I., Mai, N., Hin, and H. S. (2022). Gamebased learning as an effective tool for enhancing problem-solving and critical thinking skills. Innovating Education for a Better Tomorrow, International University Carnival on E-Learning (IUCEL) Proceedings, p.466-471.
-
Zapata-Martínez, I., Rius-Diaz, F., Lorenzo-Álvarez, R., and De la Peña-Fernández, L. (2025). Radiation oncology active learning in undergraduate medical education: The usefulness of Kahoot and TikTok. Journal of Cancer Education, https://doi.org/10.1007/s13187-025-02583-5
Hemşirelik Öğrencilerinin Derslerde Etkileşimli Dijital Uygulamaların Kullanımına İlişkin Görüş ve Tutumlarının Belirlenmesi
Yıl 2025,
Sayı: 12, 1 - 8, 07.08.2025
Amine Terzi
Öz
Giriş: Son yıllarda öğrencilerin derslerdeki etkileşimini artırmak amacıyla teknoloji tabanlı dijital uygulamaların kullanımı giderek artmaktadır. Bu çalışmanın amacı hemşirelik öğrencilerinin derslerde etkileşimli dijital uygulamaların kullanımına ilişkin görüş ve tutumlarının belirlenmesidir.
Yöntem: Çalışmada nicel ve nitel araştırma yöntemleri bir arada kullanılmıştır. Veriler öğrenci bilgi formu ve yarı yapılandırılmış soru formu vasıtasıyla toplanmıştır. Araştırma Türkiye’deki bir devlet üniversitesinin hemşirelik bölümünde yapılmış olup, araştırmanın örneklemini 314 hemşirelik öğrencisi oluşturmuştur. Nicel verilerin değerlendirilmesinde SPSS 26.0 programı kullanılmıştır. Nitel veriler ise tematik analiz yöntemiyle değerlendirilmiştir.
Bulgular: Araştırmaya katılan öğrencilerin %62.1’i kadın olup, yaş ortalaması 21.14±1.45 olarak saptanmıştır. Öğrencilerin %54.1’i etkileşimli dijital uygulamaları bildiğini ifade etmiştir. Bu öğrenciler içerisinde yapılan değerlendirmede; öğrencilerin %63,5’i etkileşimli dijital uygulamaların en beğendiği yönünü “soru çözmeyi eğlenceli hale getirmesi”, en beğenmediği yönünü ise %46.5 oranında “zor sorularda düşünmek için yeterli süre olmaması” olarak belirtmiştir. Öğrencilerin %50.3’ü bu uygulamalar kullanıldığında dersi anlamanın daha kolay olacağını, %47,8’i öğrenmenin daha eğlenceli hale geleceğini düşündüğünü ifade etmiştir. Tematik analiz sonucunda ise öğrencilerin yanıtlarına yönelik sekiz tema oluşturulmuştur.
Sonuç: Etkileşimli dijital uygulamaların çağımıza uygun şekilde derslere entegre edilmesiyle öğrenme çıktılarının beklendik düzeye gelebileceği ve hemşirelik eğitiminin kalitesinin artacağı düşünülmektedir. Bu uygulamaların öğretim üyeleri tarafından aktif kullanımı desteklenmelidir.
Etik Beyan
Artvin Çoruh Üniversitesi Bilimsel Araştırma ve Yayın Etik Kurulu'ndan izin alınmıştır (Tarih: 04.01.2022, Numara: E-18457941-050.99-34763) ve tüm prosedürler etik standartlara uygun olarak gerçekleştirilmiştir. Çalışma öncesinde tüm katılımcılardan bilgilendirilmiş onam alınmıştır.
Bu çalışmanın hazırlanma sürecinde bilimsel ve etik ilkelere uyulduğu ve yararlanılan tüm çalışmaların kaynakçada belirtildiği beyan olunur.
Bu çalışmanın hazırlanma sürecinde yapay zeka tabanlı herhangi bir araç veya uygulama kullanılmamıştır. Çalışmanın tüm içeriği, yazar(lar) tarafından bilimsel araştırma yöntemleri ve akademik etik ilkelere uygun şekilde üretilmiştir.
Destekleyen Kurum
Bu çalışma için herhangi bir bütçe desteği yoktur.
Kaynakça
-
Aras, G. N., and Çiftçi, B. (2021). Comparison of the effect of reinforcement with question-answer and Kahoot method on the success and motivation levels of nursing students: A quasi-experimental review. Nurse Education Today, 102, 104930. https://doi.org/10.1016/j.nedt.2021.104930
-
Bertiz, Y., ve Baltacı, Ş. (2023). Eğitim teknolojilerinde Web 2.0 araçlarının kullanımına yönelik yapılmış çalışmaların sistematik incelemesi. Eğitim Teknolojisi Kuram ve Uygulama, 13(2), 352-372. https://doi.org/10.17943/etku.1198669
-
Bilgiç, H. G., Duman, D., ve Seferoğlu, S. S. (2011, Şubat 2-4). Dijital yerlilerin özellikleri ve çevrim içi ortamların tasarlanmasındaki etkileri. Akademik Bilişim’11 - XIII. Akademik Bilişim Konferansı Bildirileri (ss. 257-263). İnönü Üniversitesi.
-
Cadet, M. J. (2023). Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning. Teaching and Learning in Nursing, 18, 419-422. https://doi.org/10.1016/j.teln.2023.03.009
-
Castro, M. J., López, M., Cao, M. J., Fernández-Castro, M., García, S., Frutos, M., Jiménez, J. M. (2019). Impact of educational games on academic outcomes of students in the Degree in Nursing. Plos One, 14(7), e0220388. https://doi.org/10.1371/journal.pone.0220388
-
Coveney, K., Somanadhan, S., Nicholson, E., Piga, S., Pizziconi, V., D’Elpidio, G., and Gazzelloni, A. (2022). First year nursing students’ evaluation of Kahoot! to facilitate learning and testing knowledge. Teaching and Learning in Nursing, 17(2), 163-168. https://doi.org/10.1016/j.teln.2021.11.004
-
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., et al. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
-
Erten, P. (2019). Z kuşağının dijital teknolojiye yönelik tutumları. Gümüşhane Üniversitesi Sosyal Bilimler Dergisi, 10(1), 190-202.
-
Gause, G., Mokgaola, I.O., and Rakhudu, M.A. (2022). Technology usage for teaching and learning in nursing education: An integrative review. Curationis 45(1), a2261. https://doi.org/10.4102/curationis.v45i1.2261
-
Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences, p.3025-3034. https://doi.org/10.1109/HICSS.2014.377
-
Hussein, M. H., Ow, S. H., Cheong, L. S., and Thong, M. K. (2019). A digital game-based learning method to improve students’ critical thinking skills in elementary science. Ieee Acces, 7, 96309-96318. https://doi.org/10.1109/ACCESS.2019.2929089
-
Kudubes, A. A. (2025). The effect of using Kahoot in pediatric emergency nursing lessons on students’ success and motivation levels: A randomized controlled study. Nurse Education in Practice, 83, 104265. https://doi.org/10.1016/j.nepr.2025.104265
-
Mao, W., Cui, Y., Chiu, M. M., and Lei, H. (2021). Effects of game-based learning on students’ critical thinking: A meta-analysis. Journal of Educational Computing Research, 59(8), 1682-1708. https://doi.org/10.1177/07356331211007098
-
Messiou, K., Ainscow, M., Echeita, G., Goldrick, S., Hope, M. et al. (2016). Learning from differences: a strategy for teacher development in respect to student diversity. School Effectiveness and School Improvement, 27(1), 45-61. https://doi.org/10.1080/09243453.2014.966726
-
Meum, T. T., Koch, T. B., Briseid, H. S., Vabo, G. L., and Rabben, J. (2021). Perceptions of digital technology in nursing education: A qualitative study. Nurse Education in Practice, 54, 103136. https://doi.org/10.1016/j.nepr.2021.103136
-
Mohin, M., Kunzwa, L., and Patel, S. (2022). Using mentimeter to enhance learning and teaching in a large class. International Journal of Educational Policy Research and Review, 9(2), 48-57. https://doi.org/10.15739/IJEPRR.22.005
-
Naamati-Schneider, L., and Alt, D. (2023). Enhancing collaborative learning in health management education: an investigation of Padlet-mediated interventions and the influence of flexible thinking. BMC Medical Education, 23(1), 846. https://doi.org/10.1186/s12909-023-04796-y
-
Ordu, Y., Yılmaz, S., and Öz, G. Ö. (2024). Edpuzzle application in ımproving nursing students' metric and drug dose calculation skills in a virtual learning environment: mixed methods study. Clinical and Experimental Health Sciences, 14(4), 943-951. https://doi.org/10.33808/clinexphealthsci.1282606
-
Öz G. Ö., and Ordu, Y. (2021). The effects of web based education and Kahoot usage in evaluation of the knowledge and skills regarding intramuscular injection among nursing students. Nurse Education Today, 103, 104910. https://doi.org/10.1016/j.nedt.2021.104910
-
Pichardo, J. I, López-Medina, E. F., Mancha-Cáceres, O., González-Enríquez, I., Hernández-Melián, A., Blázquez-Rodríguez, M. et al. (2021). Students and teachers using mentimeter: Technological innovation to face the challenges of the covid-19 pandemic and post-pandemic in higher education. Education Sciences, 11(11), 667. https://doi.org/10.3390/educsci11110667
-
Plass, J. L., Homer, B. D., and Kinzer, C. K. (2015). Foundations of game-based learning. Educational psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
Ranjbaran, F., Al-Abri, A., and Sobhanifar, H. (2023). Integration of Mentimeter into the classroom: A scoping review. In Istes Books (ss. 277–299). ISTES Organization.
-
Setiawan, M. A., and Qamariah, Z. (2023). A practical guide in designing curriculum for diverse learners. PUSTAKA: Jurnal Bahasa Dan Pendidikan, 3(3), 260-275. https://doi.org/10.56910/pustaka.v3i3.741
-
Tondeur, J., Van Braak, J., Ertmer, P. A., and Ottenbreit-Leftwich, A. (2017). Understanding the relationship between teachers’ pedagogical beliefs and technology use in education: A systematic review of qualitative evidence. Educational Technology Research and Development, 65, 555-575. https://doi.org/10.1007/s11423-016-9481-2
-
Wang, M. C., Tang, J. S., Liu, Y. P., Chuang, C. C., and Shih, C. L. (2023). Innovative digital technology adapted in nursing education between Eastern and Western countries: a mini-review. Frontiers in Public Health, 11, 1167752. https://doi.org/10.3389/fpubh.2023.1167752
-
Zahra, I., Mai, N., Hin, and H. S. (2022). Gamebased learning as an effective tool for enhancing problem-solving and critical thinking skills. Innovating Education for a Better Tomorrow, International University Carnival on E-Learning (IUCEL) Proceedings, p.466-471.
-
Zapata-Martínez, I., Rius-Diaz, F., Lorenzo-Álvarez, R., and De la Peña-Fernández, L. (2025). Radiation oncology active learning in undergraduate medical education: The usefulness of Kahoot and TikTok. Journal of Cancer Education, https://doi.org/10.1007/s13187-025-02583-5