Effectiveness of the Use of Animation and Gamification in Online Distance Education During Pandemic

被引:16
|
作者
Inangil, Demet [1 ]
Dincer, Berna [2 ]
Kabuk, Ayse [1 ]
机构
[1] Univ Hlth Sci, Hamidiye Fac Nursing, Fundamental Nursing Dept, Tibbiye St, TR-34668 Istanbul, Turkey
[2] Istanbul Medeniyet Univ, Dept Internal Med Nursing, Hlth Sci Fac, Istanbul, Turkey
关键词
Animation; Distance education; Game-based learning; Kahoot!; STUDENTS; KAHOOT;
D O I
10.1097/CIN.0000000000000902
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
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.
引用
收藏
页码:335 / 340
页数:6
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