| Literature DB >> 35266898 |
Demet Inangil1, Berna Dincer, Ayşe Kabuk.
Abstract
The study aimed to determine the effects on knowledge and motivation of animation and gamification in online distance education for a diabetes nursing course. This study was a randomized, controlled, prospective study implemented with 70 nursing students. The animation and gamification were applied to the experimental group. Data were collected using the "Diabetes Nursing Knowledge Test," "Instructional Materials Motivation Survey," and "Opinion Form on Diabetes Education Supported by Digital Instruments." There was a statistical difference between the Diabetes Nursing knowledge scores of the groups after the course (P < .05). The students in the experimental group had significantly higher attention and satisfaction and total scores from the Motivation Scale for Teaching Material sub-dimensions compared with the control group (P < .001). The results of our study in generation Z nursing students demonstrated that the use of animation and gamification in online distance learning in nursing students increased their knowledge as well as motivation.Entities:
Mesh:
Year: 2022 PMID: 35266898 PMCID: PMC9093234 DOI: 10.1097/CIN.0000000000000902
Source DB: PubMed Journal: Comput Inform Nurs ISSN: 1538-2931 Impact factor: 1.985
Comparison of Knowledge Score Averages From the Diabetes Nursing Course According to Groups
| Groups Scale | Intervention Group (n = 35) | Control Group (n = 35) | Test Value |
|
|---|---|---|---|---|
| DNCK Test | 70.5, 58.5/83.5 | 47.5, 15/58.5 | −5.25 |
|
Abbreviations: DNCK, Diabetes Nursing Course Knowledge; n, number of participants; U, Mann-Whitney U test.
Comparison of Score Averages From the Instructional Materials Motivation Survey According to Groups
| Groups Scale | Intervention Group (n = 35), Mean (SD) | Control Group (n = 35), Mean (SD) | 95% CI (Lower-Upper) | ||
|---|---|---|---|---|---|
| IMMS | Attention | 30.00 (3.95) | 18.82 (6.21) | −6.033 | 8.68–13.65 |
| Relevance | 32.28 (2.10) | 32.11 (1.98) | −0.329 | −0.80 to 1.14 | |
| Confidence | 35.91 (6.08) | 36.71 (6.46) | −0.205 | −3.79 to 2.19 | |
| Satisfaction | 26.85 (3.15) | 22.05 (3.34) | −4.773 | −3.24 to 6.35 | |
| Total | 125.05 (7.36) | 109 (10.55) | −5.379 | 11.00–19.68 | |
Abbreviations: CI, confidence interval of the difference; IMMS, Instructional Materials Motivation Survey; n, number of participants; U, Mann-Whitney U test.
Students' Opinions and Suggestions on Diabetes Nursing Course Supported by Animation and Gamification
| Positive Opinions | Negative Opinions | Suggestions | |
|---|---|---|---|
| Teaching method | “Diabetes, which is an important health problem, was gamified in a very entertaining and educational way and it's being supported by animations made it easy for us to understand.” | “It is difficult to follow, and I can't concentrate on education because the Internet may be cut off.” | “There could have been more test questions and animations could have been shorter.” |
| Digital education materials | “The animations were very colorful and interesting.” | — | “They sometimes had a hard time focusing because the animations were long and suggested that they could be shorter.” |
Em dash (—) means there is no negative opinion.