Nursing Students Learn Vaccination Using Kahoot! Gamification: An Intervention Study of Knowledge, Satisfaction, Interest, and Collaboration.

IF 2.3 Q1 NURSING
Nursing Research and Practice Pub Date : 2025-07-28 eCollection Date: 2025-01-01 DOI:10.1155/nrp/3518943
Aeen Mohammadi, Sanaz Aazami, Akbar Azizifar
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引用次数: 0

Abstract

Introduction: Nursing students often lack engagement and confidence in vaccination procedures, despite their critical public health importance. To address this gap, this study aimed to assess the effect of Kahoot!-based gamification on nursing students' knowledge, satisfaction, interest, and collaboration regarding vaccination. Methods: The students were randomly divided into two groups: case (Kahoot! game) and control (teaching in the traditional way). Eight different games were created based on vaccination topics. During each session, the case group played one of the games developed by Kahoot!. Then, at the end of 8 sessions, the posttest was taken from both controls and cases. Results: Findings from ANCOVA showed that the average knowledge after the internship in the group that used gamification with Kahoot! was significantly (F [1, 69] = 27.208, p ≤ 0.001) increased even after controlling for the effect of baseline knowledge. An independent t-test was performed to compare the average satisfaction of the internship between the two groups of control (mean = 7.5, SD = 1.34) and intervention (mean = 8.7, SD = 1.04), which showed to be significant (t (70) = 4.23, p ≤ 0.001). In addition, our results showed that the overall average interest in Kahoot!'s classes was 34.1 (SD = 2.03), ranging from 29 to 38. The average score for level of interaction at Kahoot!'s classes was 33.47 (SD = 2.36), ranging from 26 to 37. Conclusions: In general, our findings showed that nursing students' knowledge and satisfaction significantly increased after the end of 8 weeks of Kahoot! gamification. Moreover, we found that the level of interest and collaboration among students after gamification with Kahoot! was significantly higher than the average score of 2.5.

Abstract Image

护理系学生学习使用Kahoot接种疫苗!游戏化:知识、满意度、兴趣和合作的干预研究。
导言:护理专业的学生往往缺乏参与和信心接种程序,尽管其关键的公共卫生重要性。为了解决这一差距,本研究旨在评估Kahoot!基于游戏化的护生疫苗接种知识、满意度、兴趣及合作。方法:将学生随机分为两组:游戏)和控制(传统教学方式)。根据疫苗接种的主题,他们创造了八种不同的游戏。在每个疗程中,案例组玩一个由Kahoot!开发的游戏。然后,在8个疗程结束时,对对照组和病例进行后测。结果:ANCOVA的研究结果显示,在使用Kahoot!游戏化的小组中,实习后的平均知识(F [1,69] = 27.208, p≤0.001)即使在控制了基线知识的影响后也显著增加。对照组(mean = 7.5, SD = 1.34)与干预组(mean = 8.7, SD = 1.04)的实习平均满意度进行独立t检验比较,差异均有统计学意义(t (70) = 4.23, p≤0.001)。此外,我们的结果显示,总体平均对Kahoot!的分类为34.1 (SD = 2.03),范围为29 ~ 38。互动水平的平均得分在Kahoot!的分类为33.47 (SD = 2.36),范围为26 ~ 37。结论:总体而言,我们的研究结果显示,护理学生的知识和满意度在Kahoot!游戏化。此外,我们发现,与Kahoot!游戏化后,学生之间的兴趣和合作程度有所提高。显著高于平均分2.5分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.90
自引率
0.00%
发文量
21
审稿时长
19 weeks
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