Volume 1403, Issue 2 (8-2024)
2024, 1403(2): 0-0 |
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Ethics code: IR.MEDILAM.REC.1402.158
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Vasiee A, Mozafari M, Shohani M, Pakseresht M, Taghinezhad F, Najafi F. Investigating the effect of gamification on learning pulmonary sounds and self-efficacy in nursing students in Ilam County in 2023. Journal title 2024; 1403 (2)
URL: http://newresearch.medilam.ac.ir/article-1-2455-en.html
URL: http://newresearch.medilam.ac.ir/article-1-2455-en.html
Alireza Vasiee , Mosayeb Mozafari , Masoumeh Shohani , Maryam Pakseresht , Fakhredin Taghinezhad , Fatemeh Najafi
Ilam-Medical university
Abstract: (11 Views)
According to the statistics of the World Health Organization, respiratory diseases are the third cause of death in the whole world. Identification of respiratory disorders and their diagnosis should be started as soon as possible. Because nurses are on the front line of patient care, they must have sufficient knowledge and skills in the field of identifying and diagnosing respiratory disorders in order to prevent the occurrence of fatal complications of these disorders. This is important through proper and sufficient training.
Nursing education also uses various traditional methods of education with emphasis on achieving students' competence and efficiency in various fields and meeting the care needs of the client. The research conducted in Iran shows that 72% of nursing educators use passive teaching methods, while 92% of nursing students prefer the use of active and modern educational methods to traditional and passive methods and have a great desire to use they show
In the way of the teaching-learning process, there are various factors that affect the academic success or failure of students. Self-efficacy is one of the most important factors that individually affects their performance. Self-efficacy is the main construct of Bandura's social and cognitive theory and refers to people's perceptions of their abilities to perform work and activities. According to Bandura's theory, self-reflection is one of the unique abilities in humans, through which humans evaluate and change their behavior, and these self-evaluations include perceptions of self-efficacy.
Because throughout Iran's nursing schools, nursing students are taught respiratory diseases and common respiratory disorders in the special nursing care course in the second or third year of the university, the knowledge and skills acquired may fluctuate with the passage of time. be made For this reason, it seems that one of the main reasons for not acquiring enough knowledge and skills, as well as the amount of recall of what was learned, at the level of nursing education, including the training of tracheal drugs and cardiopulmonary resuscitation, is the teaching method and the lack of use of modern learning theories and Advanced methods of education.
Teaching using electronic tools is one of the new ways of teaching nursing courses. The use of the online education platform during the Corona pandemic shows the usefulness of this method in providing content and education to nursing students and has shown its effectiveness. Gamification or the concept of game-based learning means using technology-based tools to perform various learning and problem-solving activities. In the process of gamification, students are taught to perform specific learning activities in an active manner and problem solving and learning abilities are strengthened in them. Varsazi game transforms heavy and boring educational content into happy and fun, motivating and active topics. Gamification allows the learner to immerse himself in the process of learning and understand the consequences of learning and learn in less time and at less cost.
Gamification by placing the patient in a simulated environment increases motivation, a sense of competition and an experience of risk without engaging with a real patient. Enhancing creative thinking skills, critical and analytical thinking, knowledge assessment, decision making, multiple communication tasks and psychological skills. In fact, the game of Varsazi increases the retention time of acquired knowledge in the mind. Considering that learning and remembering are two important principles in the career process of nurses, in order to strengthen these factors, new teaching methods can be considered suitable and practical methods.
The results of the conducted studies show that students and graduates of medical and nursing fields face problems in examining and recognizing respiratory disorders and lung diseases. Learning in the interpretation of experiments with the help of gamification includes different dimensions such as individual components (responsibility, perception), mechanical components (quick feedback, progress of rounds) and emotional components (motivation, self-efficacy). Considering the novelty of gamification in learning therapeutic and educational techniques, this concept can be used in the development and registration of learning nursing concepts.
According to what was said, the aim of the current study is to investigate the effect of online gamification on learning lung sounds and self-efficacy of nursing students, and the question is whether gamification has an effect on learning lung sounds and self-efficacy or not?
Nursing education also uses various traditional methods of education with emphasis on achieving students' competence and efficiency in various fields and meeting the care needs of the client. The research conducted in Iran shows that 72% of nursing educators use passive teaching methods, while 92% of nursing students prefer the use of active and modern educational methods to traditional and passive methods and have a great desire to use they show
In the way of the teaching-learning process, there are various factors that affect the academic success or failure of students. Self-efficacy is one of the most important factors that individually affects their performance. Self-efficacy is the main construct of Bandura's social and cognitive theory and refers to people's perceptions of their abilities to perform work and activities. According to Bandura's theory, self-reflection is one of the unique abilities in humans, through which humans evaluate and change their behavior, and these self-evaluations include perceptions of self-efficacy.
Because throughout Iran's nursing schools, nursing students are taught respiratory diseases and common respiratory disorders in the special nursing care course in the second or third year of the university, the knowledge and skills acquired may fluctuate with the passage of time. be made For this reason, it seems that one of the main reasons for not acquiring enough knowledge and skills, as well as the amount of recall of what was learned, at the level of nursing education, including the training of tracheal drugs and cardiopulmonary resuscitation, is the teaching method and the lack of use of modern learning theories and Advanced methods of education.
Teaching using electronic tools is one of the new ways of teaching nursing courses. The use of the online education platform during the Corona pandemic shows the usefulness of this method in providing content and education to nursing students and has shown its effectiveness. Gamification or the concept of game-based learning means using technology-based tools to perform various learning and problem-solving activities. In the process of gamification, students are taught to perform specific learning activities in an active manner and problem solving and learning abilities are strengthened in them. Varsazi game transforms heavy and boring educational content into happy and fun, motivating and active topics. Gamification allows the learner to immerse himself in the process of learning and understand the consequences of learning and learn in less time and at less cost.
Gamification by placing the patient in a simulated environment increases motivation, a sense of competition and an experience of risk without engaging with a real patient. Enhancing creative thinking skills, critical and analytical thinking, knowledge assessment, decision making, multiple communication tasks and psychological skills. In fact, the game of Varsazi increases the retention time of acquired knowledge in the mind. Considering that learning and remembering are two important principles in the career process of nurses, in order to strengthen these factors, new teaching methods can be considered suitable and practical methods.
The results of the conducted studies show that students and graduates of medical and nursing fields face problems in examining and recognizing respiratory disorders and lung diseases. Learning in the interpretation of experiments with the help of gamification includes different dimensions such as individual components (responsibility, perception), mechanical components (quick feedback, progress of rounds) and emotional components (motivation, self-efficacy). Considering the novelty of gamification in learning therapeutic and educational techniques, this concept can be used in the development and registration of learning nursing concepts.
According to what was said, the aim of the current study is to investigate the effect of online gamification on learning lung sounds and self-efficacy of nursing students, and the question is whether gamification has an effect on learning lung sounds and self-efficacy or not?
Received: 2023/07/3 | Accepted: 2023/08/30 | Published: 2024/08/31
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