ArticleJournal of advances in medical education & professionalism2024
Investigating the Effect of Online Gamification on Electrocardiogram Interpretation and Self-Directed Learning in Nursing Students.
Article in Journal of advances in medical education & professionalism, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
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Who cites it
7 citing papers in PubMed.
- Enhancing self-efficacy in nursing internship students through Reiki practices: A randomized controlled trial.Journal of education and health promotion · 2026Article
- Relationship between hypochondriasis and clinical self-efficacy in nursing students: A cross-sectional multi-institutional study.Journal of education and health promotion · 2026Article
- Advancing paramedical education through virtual learning platforms: A quantitative study at AJA University of Medical Sciences.Journal of education and health promotion · 2026Article
- Gamification Strategies in Undergraduate Nursing Education: A Systematic Review Protocol.Nursing reports (Pavia, Italy) · 2025Article
- Nursing Students Learn Vaccination Using Kahoot! Gamification: An Intervention Study of Knowledge, Satisfaction, Interest, and Collaboration.Nursing research and practice · 2025Article
- Impact of self-directed e-learning on nurses' competency in arrhythmia interpretation in cardiology.PloS one · 2025Article
- Effects of a virtual simulative diabetes care program on learning ability and clinical thinking skills in nursing interns.Digital healthArticle
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Authors and funding
4 authors.
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Abstract
Introduction: Knowing and interpreting the Electrocardiogram correctly and taking care based on it is one of the most important ways to save the patient's life. Therefore, this study aimed to investigate the effect of online gamification on the ability to interpret Electrocardiograms and Self-Directed Learning in nursing students. Methods: The present study was carried out quasi-experimentally on 44 nursing students (22 participants for each group) in the fifth semester in Ilam city in 2023 using a convenience sampling method by four permutations balanced block randomization to control and intervention groups. During four sessions in four weeks, the participants in the intervention group received Electrocardiogram interpretation as training on the Storyline platform and playing games in the Socrative software. The control group received the same content in the form of education from the same lecturer. ECG Interpretation Learning Test, Self-Directed Learning, Mini-Mental Status Examination, and demographic questionnaires were filled out before the intervention (pre-test). Then, Electrocardiogram Interpretation Learning Test and Self-Directed Learning questionnaires were completed two weeks after the end of the intervention (post-test), and the data were analyzed in the standard error of 0.05 using Shapiro-Wilk, independent t-test, paired t-test, chi-square, and multiple linear regression tests in SPSS V.16. Results: The mean and standard deviation of the participants' age was 21.35 ± 1.02, and 59% of the samples were male. Before the intervention, no significant difference was observed between the two groups, but after the intervention, the mean and standard deviation of the ECG interpretation scores in the intervention group increased significantly (14.1±2.94) compared to the control group (8.8±1.36) (P=0.007). Also, Self-Directed Learning in the intervention group (168±10.42) compared to the control group (125±4.3) showed a statistically significant difference (P=0.003). Conclusion: Using online gamification as a new educational method in nursing students improves the ability to interpret Electrocardiograms and Self-Directed Learning. It is suggested that this method should be used to teach lessons that are more useful and important at the hospital.
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