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在疫情期间,动画和游戏化在在线远程教育中的应用效果。

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

机构信息

Author Affiliations: Fundamental of Nursing Department, Hamidiye Faculty of Nursing, University of Health Sciences (Drs Demet and Kabuk); and Department of Internal Medicine Nursing, Health Science Faculty, Istanbul Medeniyet University (Dr Berna), Istanbul, Turkey.

出版信息

Comput Inform Nurs. 2022 May 1;40(5):335-340. doi: 10.1097/CIN.0000000000000902.

DOI:10.1097/CIN.0000000000000902
PMID:35266898
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9093234/
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.

摘要

本研究旨在确定动画和游戏化对糖尿病护理课程在线远程教育中知识和动机的影响。这是一项随机、对照、前瞻性研究,共有 70 名护理专业学生参与。实验组采用动画和游戏化教学。使用“糖尿病护理知识测试”、“教学材料动机调查”和“支持数字工具的糖尿病教育意见表”收集数据。课程结束后,两组的糖尿病护理知识得分存在统计学差异(P<0.05)。实验组学生在教学材料动机量表的注意力、满意度和总分方面明显高于对照组(P<0.001)。我们在 Z 世代护理学生中的研究结果表明,在护理学生的在线远程学习中使用动画和游戏化可以提高他们的知识和动机。

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