Gamification in Disaster Nursing Education

Auteurs
Categorie Primary study
Registry of Trialsclinicaltrials.gov
Year 2024
A national study on the subject was used to calculate the research sample size. A study conducted in Turkey determined that students who received training in disaster nursing had a 44% increase in their knowledge level compared to those who did not. In determining the sample size, this ratio is accepted as 95% power and 0.05 alpha level, and the required sample size in the Gpower 3.2 program is 60 people (30 experimental and 30 control). Sampling loss was stated as 17% in another study conducted on a similar population and a similar subject. Students enrolled in the Public Health Nursing course of Selçuk University Faculty of Nursing, the research area, will be evaluated according to the eligibility criteria. Then, the researchers (MK and LS-K) will receive the contact information of the students who meet the inclusion criteria, volunteer to participate in the study, and give consent. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher (LS-K) in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing by the researchers (MK and LS-K). Randomization will be carried out by the researcher (D-KT), who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers (MK, LS-K, and M-D), who will carry out the application until it begins. The Program prepared for the students in the experimental group, based on the Gamification Strategy Based on Multiple Intelligence Theory, will be carried out face to face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. A total of 30 questions will be encountered in each game round. The entire game process consists of 7 sessions, each expected to last approximately 30 minutes. Post-tests will be taken from the students after the game process is completed. The main result expected from the research is the change in students\\' knowledge levels about disaster nursing services, their intentions to become volunteer disaster nurses, and their self-efficacy perceptions regarding disaster nursing.
Epistemonikos ID: a15e7b8b733894b399695e01ab837552441a77f6
First added on: Apr 26, 2024