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Article 2023 · 4 citations

The effect of reinforcement using the Gimkit game on learning the subject in nursing students

Avsar, Guelcin, Ozan, Ceyhun, Aydin, Esra

Abstract

Aim: This study was conducted to evaluate the effect of reinforcement using the Gimkit game and question-and -answer method on the achievement test scores of nursing students.Background: Advances in information and communication technology are one of the most important factors affecting change in health systems. The rapid pace of technological evolution has also significantly affected the nursing education curricula. As the nursing profession continues to change and grow, updating learning stra-tegies in nursing education has become a necessity to prepare nursing students for today's health problems.Design: The study was conducted as a quasi-experimental model using the pretest-posttest control group model in non-randomized groups.Methods: The population of the research consisted of first-year students of the nursing faculty of a state uni-versity. The sample of the research consisted of first-year students of the nursing faculty who met the research criteria and accepted to participate in the research. The students participating in the research were divided into experimental and control groups using the simple random method. An achievement test, that is, a pre-test, was administered to both groups before the subject was presented. Afterwards, the same subject was presented to all groups by the same instructor during a 4-h training session. A reinforcement strategy using the Gimkit game was implemented with the students in the experimental group, while the traditional question-and-answer method was used as the reinforcement strategy in the control group. After the reinforcements, the achievement test, that is, the post-test, was administered to both groups again.Results: In the study, it was determined that there was no statistically significant difference between the pre-tests of the experimental group where the Gimkit game was used and the control group where the question-answer method was used (p = 0.223). In addition, a statistically significant difference was found between the post-test scores of the experimental group where the Gimkit game was used and the control group where the question-and-answer method was used (p = 0.009).Conclusion: In the study, it was determined that the use of the Gimkit game was more effective on learning the subject than the traditional question-and-answer method.

Keywords
Gimkit Question -and -answer method Reinforcement Nursing education TECHNOLOGY EDUCATION STRATEGIES CLASSROOM
WoS Categories
Nursing
Sustainable Development Goals
Citation
Journal
NURSE EDUCATION IN PRACTICE
Year
2023
Volume
68
ISSN
1471-5953
eISSN
1873-5223
DOI
10.1016/j.nepr.2023.103595
WoS UID
WOS:000955491500001
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