The Effect of Game-Based Technology on Undergraduate Nursing Students' Knowledge and Motivation

The study aimed to determine the effects of game-based technology use in a first-aid lesson on knowledge and motivation. The study had a two-stage explanatory mixed-methods design. Quantitative data were collected as a randomized controlled trial. Qualitative data were collected through purposive sampling. A total of 202 nursing students were included and evaluated with a knowledge test and a teaching materials motivation questionnaire. A puzzle was applied to the intervention group before the first-aid lesson, and a Kahoot! was applied after the lesson. Four structured questions were asked to understand the students' thoughts about the game-based technology used. The students' pretest knowledge scores were similar. The mean posttest knowledge scores of the intervention group were significantly higher. However, the mean scores of the teaching materials motivation questionnaire were not high. The qualitative data analysis categorized students' opinions about the teaching materials as effective learning, enjoyable learning, and motivating learning. In conclusion, game-based technology methods in nursing practical lessons can enable students to apply the knowledge they learn in practice.

Authors

Institutions

Publication Details

Journal
CIN Computers Informatics Nursing
Published
2025-02-18
DOI
https://doi.org/10.1097/cin.0000000000001251
Primary Topic
Health and Well-being Studies
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Effect of Game-Based Technology on Undergraduate Nursing Students' Knowledge and Motivation

Aylin Durmaz Edeer, Nazife Gamze Özer Özlü, Fatma Vural
CIN Computers Informatics Nursing
Health and Well-being Studies
article

The Effect of Game-Based Technology on Undergraduate Nursing Students' Knowledge and Motivation

Aylin Durmaz Edeer, Nazife Gamze Özer Özlü, Fatma Vural
article en

Abstract

The study aimed to determine the effects of game-based technology use in a first-aid lesson on knowledge and motivation. The study had a two-stage explanatory mixed-methods design. Quantitative data were collected as a randomized controlled trial. Qualitative data were collected through purposive sampling. A total of 202 nursing students were included and evaluated with a knowledge test and a teaching materials motivation questionnaire. A puzzle was applied to the intervention group before the first-aid lesson, and a Kahoot! was applied after the lesson. Four structured questions were asked to understand the students' thoughts about the game-based technology used. The students' pretest knowledge scores were similar. The mean posttest knowledge scores of the intervention group were significantly higher. However, the mean scores of the teaching materials motivation questionnaire were not high. The qualitative data analysis categorized students' opinions about the teaching materials as effective learning, enjoyable learning, and motivating learning. In conclusion, game-based technology methods in nursing practical lessons can enable students to apply the knowledge they learn in practice.

CIN Computers Informatics NursingVol. 43(12)
Nvidia (United Kingdom) (GB), Apple (Israel) (IL), Dokuz Eylül University (TR)
Openalex Percentile: Top 96%
Health and Well-being Studies
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

The Effect of Game-Based Technology on Undergraduate Nursing Students' Knowledge and Motivation — Aylin Durmaz Edeer, Nazife Gamze Özer Özlü, et al. · CIN Computers Informatics Nursing (2025) | TGRS Research Map | TGRS