2021
DOI: 10.1016/j.nedt.2021.104930
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Comparison of the effect of reinforcement with question-answer and kahoot method on the success and motivation levels of nursing students: A quasi-experimental review

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Cited by 25 publications
(20 citation statements)
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“…[11] Nursing is rooted in pragmatism and skilllike administration of Intra Muscular (IM)injection. Through the review of the responses of learners and constructive feedback [13,14,16,17] from peer groups and the faculty, Kahoot is also promising a chance to develop skills that are essential to an efficient professional nurse. [17]…”
Section: Discussionmentioning
confidence: 99%
“…[11] Nursing is rooted in pragmatism and skilllike administration of Intra Muscular (IM)injection. Through the review of the responses of learners and constructive feedback [13,14,16,17] from peer groups and the faculty, Kahoot is also promising a chance to develop skills that are essential to an efficient professional nurse. [17]…”
Section: Discussionmentioning
confidence: 99%
“…has received international attention and obtained more than two billion players across over 200 countries and areas (Kahoot!, 2021). It has been proved bene cial to education outcomes in many countries such as Turkey (Aras & Çiftçi, 2021), Spain (Díez-Pascual & García Díaz, 2020, the United Arab Emirates (ElTahir et al, 2021), the UK (Holbrey, 2020), Indonesia (Sartini, 2020), Singapore (Ignacio & Chen, 2020), and the USA (Sumanasekera et al, 2020). Kahoot!…”
Section: Discussionmentioning
confidence: 99%
“…However, Kahoot!-assisted learning also led to negative results in terms of academic achievements. Kahoot!-assisted learning could neither signi cantly improve tertiary nursing students' academic achievements nor signi cantly enhance their motivational degree among university students in Turkey (Aras & Çiftçi, 2021). The Kahoot!-based serious game is limited to the expense of Internet connection, information system, small-sized screens, and space of word entry for prospective teachers in Turkey (Gokbulut, 2020).…”
Section: Academic Achievementsmentioning
confidence: 99%
“…An extended definition of gamification is: "The use of game design elements to enhance academic performance (e.g., learning attitudes, learning behaviour and learning outcomes) is known as gamification or 'gamified learning'" [1] (pp. [9][10][11][12][13][14][15] In this piece of work, we investigated the use of gamification experiences [2] in a nurse training context. We combined two different settings (a quiz competition and a collective review of a graphic novel and its consequent discussion), and we evaluated their impact on the student's performance and their learning experience.…”
Section: Introductionmentioning
confidence: 99%