In this study, the aim was to determine students' level of knowledge regarding cardiopulmonary resuscitation by using web-based gamification applications in nursing education, and additionally, to evaluate the secondary effects on knowledge retention and skill levels. 1. The cardiopulmonary resuscitation training delivered through web-based gamification applications has no effect on students' level of knowledge. 2. The cardiopulmonary resuscitation training delivered through web-based gamification applications has an effect on students' level of knowledge.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
HEALTH_SERVICES_RESEARCH
Masking
NONE
Enrollment
86
This application consists of various question contents of different types. When the student enters the application, he/she sees the practice questions and the countdown timer for the specified time on the screen. The student has the opportunity to track his/her total score and average ranking within the class after each exercise he/she solves on the leaderboard. In this practice, questions were prepared based on the procedural steps in the skill assessment forms, enabling students to reinforce their psychomotor skills.
Karadeniz Technical University
Trabzon, Trabzon, Turkey (Türkiye)
Level of knowledge
To assess students' level of knowledge regarding cardiopulmonary resuscitation before and after the educational intervention.
Time frame: At baseline and at 4 weeks
Skill level
To assess students' skills in cardiopulmonary resuscitation after the educational intervention.
Time frame: At baseline and at 4 weeks
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