This research will be conducted to evaluate the effect of the escape room game activity applied to nursing students taking oncology nursing courses on their academic self-efficacy and critical thinking motivation.
Considering the characteristics of cancer patients and the complexity of care, it is essential to include a separate oncology nursing course in the education curriculum to increase the qualifications of nursing students. During undergraduate nursing education, clinical practices for care in oncological diseases are limited. New approaches are needed that will contribute to increasing the effectiveness of the educational processes of nursing students. Escape room game-based educational approaches, which have begun to be used in nursing education in recent years, are presented as an example of this situation. Escape games are defined as a type of student-centered activity designed to improve students' learning and skills in professional development programs. The main purpose of using escape games in nursing education is to create practice environments where students will gain clinical decision-making competence in order to provide safe and qualified patient care services. This research was designed to determine the effect of the escape room game applied to students taking oncology nursing courses on their academic self-efficacy and critical thinking motivation.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
OTHER
Masking
NONE
Enrollment
42
Participants will be informed about the game (15 minutes). They will complete the game by solving puzzles within the framework of the oncology patient scenario (approximately 30 minutes). There will be a debriefing session at the end of the escape game (15 minutes).
Ankara Yildirim Beyazıt University
Ankara, Çubuk, Turkey (Türkiye)
Academic Self-Efficacy Scale
The scale consists of 4 sub-dimensions and 14 items. An increase in the score obtained indicates that the student's academic self-efficacy also increases.
Time frame: First assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game.
Critical Thinking Motivation Scale
This scale was developed to provide information about motivation for a specific critical thinking task. The scale consists of 19 Likert-type items ranging from 1 to 6 (1 = "I Strongly Disagree" and 6 = "I Strongly Agree"). The scale consists of two main sub-dimensions named "expectation" and "value". An increase in the score obtained from the scale indicates that the student's critical thinking motivation has increased.
Time frame: First assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game .
Game-X Scale
The scale was developed in 2018 to evaluate game experiences. In this scale, factors covering six dimensions namely absorption, enjoyment, activation, creative thinking, absence of negativity and dominance. The scale consists of 27 questions and 6 sub-dimensions. The scale is Likert type and responses are scored between 1 (never) and 5 (always). An increase in the score obtained indicates that the gaming experience is positive.
Time frame: Immediately after the debriefing, approximately 15 minute after the game.
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