Diabetes, Educational Problems
Conditions
Keywords
diabetes, distance learning, digital tools, gamification, animation
Brief summary
COVID-19, a global epidemic that affects the world, has created significant changes in many areas, especially in the health system. One of the most affected areas is nursing education. The content of nursing education focuses on cognitive, psychomotor and affective areas. In order for nursing education to be successful, important initiatives should be provided in the education of these areas. However, difficulties were encountered in the distance education process. This study was conducted to evaluate the delivery of diabetes education in nursing with animation and gamification.
Detailed description
This study was conducted with a randomized-controlled experimental design. This study was conducted between October and November 2020 in the Department of Nursing at the Faculty of Health Sciences in Turkey. The inclusion criteria were as follows: being 18 years old or over, studying in the second year, volunteering to take a diabetes course, not attending any course for diabetes before, have a remote access tool (internet connection, personel comuter eg.), not to be absent on the date when the data of the research will be collected. The second-year nursing students were selected for the study since participants have not taken diabetes nursing courses before. In the randomization part of the study, the students were assigned to the experiment (n=35) and control (n=35) groups according to their number in the class list using the random numbers table. Data were callacted with Structured Student Identification Form, Diabete Nursing Knowledge Test, Instructional Materials Motivation Survey and Opinion Form on Diabetes Education Program supported by digital tools. The Diabetes Nursing course is 2 hours per week fow 10 week. After students were assigned to groups with randomization, the application process of the research was explained to the students. The control group was taught with the traditional method and the experimental group was taught with learning activities based on animation and gamification. Direct lecture, question-answer teaching methods were used through Microsoft Power Point presentation to the control group of Diabetes Nursing course. At the end of the lesson, Diabete Nursing Knowledge Test and Instructional Materials Motivation Survey were used in control group. An animated video was watched at the beginning of each lesson in the experimental group. Later, lecture and question-answer teaching methods were used through Microsoft Power Point presentation. At the end of each lesson, Web 2.0 (Kahoot) application was used to reinforce students' knowledge.At the end of the lesson, Diabete Nursing Knowledge Test, Instructional Materials Motivation Survey and Opinion Form on Diabetes Education Program supported by digital toolswere used in intervention group.
Interventions
Diabetes education will be given by the trainer for 10 weeks, 2 hours of presentation.
Diabetes education will be given for 10 weeks with 2-minute animations. At the end of the course, learners' knowledge was measured with a knowledge test using the Kahoot app.
Sponsors
Study design
Intervention model description
This study was conducted between Octorber and November 2020 on 70 volunteer students studying in the Department of Nursing at the Faculty of Health Sciences in Turkey. The inclusion criteria were as follows: (a) being 18 years old or over, (b) studying in the second year, (c) volunteering to take a diabetes course (d) not attending any course for diabetes before e) have a smart phone f) no internet connection problem g) not to be absent on the date when the data of the research will be collected. The second-year nursing students were selected for the study since they have not taken diabetes courses before. The students included in the study were randomly divided into two groups.The control group was taught with the traditional method and the experimental group was taught with learning activities based on animation and gamification.
Eligibility
Inclusion criteria
* Over18 years old * Being 2nd year student * Volunteering to take a diabetes course * Not attending any course for diabetes before * Have a remote access tool (internet connection, personel comuter eg.) * Not to be absent on the date when the data of the research will be collected.
Exclusion criteria
* Not being volunteer to participate in the study * who have taken the course in previous years
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Diabetes Nursing Course Knowledge Test, 10. week (after the course finished) | Through study completion, an average of 3 mounth | This knowledge test, which is prepared by submitting to expert opinion, consists of 40 multiple-choice questions. Each question is worth 2,5 points. The higher the test score, the higher the level of knowledge. |
| Instructional Materials Motivation Survey (IMMS), 10. week (after the course finished) | Through study completion, an average of 3 mounth | The scale was prepared in a 5-point Likert type, 36 items. The highest score that can be obtained from the entire scale is 165, and the lowest score is 33. The increase in the score obtained from the scale is interpreted as an increase in the motivation towards the teaching material. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Opinion Form on Diabetes Education Program supported by digital tools, for only experimental group, 10. week (at the end of the course) | Through study completion, an average of 3 mounth | The form was prepared for the students in the experimental group to determine their views on education supported by animation and gamification. IThe form consisted of 4 open-ended questions containing opinions and suggestions about teaching method and digital education materials. |
Countries
Turkey (Türkiye)