The Effects of Using Gamification Learning Activities on Learning Motivation and Satisfaction among The Royal Thai Army Nursing Students

Authors

  • Raveewon Injui Mental Health and Psychiatric Nursing Department, Academic Affair Division, The Royal Thai Army Nursing College
  • Sarintorn Chiewsothorn Mental Health and Psychiatric Nursing Department, Academic Affair Division, The Royal Thai Army Nursing College
  • Ayuporn Prasittivatechakool Mental Health and Psychiatric Nursing Department, Academic Affair Division, The Royal Thai Army Nursing College

Keywords:

Learning Activities, Gamification, Learning Motivation, Nursing Students

Abstract

The purposes of this research were (1) to study learning motivation of nursing students before and after being provided the gamification learning activities (2) to compare the learning motivation of nursing students before and after being provided the gamification learning activities (3) to study the nursing students’ satisfaction of the gamification learning activities in mental health and psychiatric nursing practicum. The one group pretest-posttest design was employed in this research. The sample consisted of 97 of 3rd year nursing students who enrolled in mental health and psychiatric nursing practicum of the Royal Thai Army Nursing College of 2017 academic year, obtained by purposive sampling. The results of this research were found that 1) the nursing students who studied in mental health and psychiatric nursing practicum based on gamification learning activities had higher learning motivation than before 2) there were statistically significant differences at .05 level on learning between pre-test scores and post-test scores of learning motivation among the nursing students who studied in mental health and psychiatric nursing practicum based on gamification learning activities. (3) the study satisfaction of the nursing students towards mental health and psychiatric nursing practicum with gamification learning activities was at a medium level ( gif.latex?\bar{x} = 3.80, SD = 0.83).

References

Wongsaree C. Clinical teaching in adult nursing practicum course for Generation Z collegian. Journal of Health and Nursing Research (Journal of Boromarajonani College of Nursing, Bangkok), 2015; 31(2), 130-140. (in Thai)

Chotibood N.The development of a game application for motivation language learning [Dissertation]. Nakhon Ratchasima: Suranaree University of Technology; 2015. (in Thai).

Boonlue S. Using Class Dojo applications for classroom management in the 21st century. Office of the Basic Education Commission. 2017. (in Thai).

Tiramongkoljit S. Effect of organizing learning activities in science based on gamification concept to enhance learning motivation of grande 2 students. [Thesis]. Bangkok: Chulalongkorn University; 2015. (in Thai).

Fabricatore C, & López X. Using Gameplay Patterns to Gamify Learning Experiences. In The European Conference on Games Based Learning. Academic Conferences & Publishing International. 2014.

Onsri P. The Comparison and Follow-up Motivation Level Among Nursing Students Toward Studying at The Royal Thai Army Nursing College. Royal Thai ArmyMedical Journal, 2012; 65:167-75. (in Thai).

McClelland DC, Atkinson JW, Clark RA and Lowell EL. The achievement motive. New York: Appleton-Century-Crofts; 1953.

Chidmongkol R., Boribal P. Factors Affecting Achievement Motivation of Nursing Students at the Boromarajonani College of Nursing, Udonthani. Nursing Journal of the Ministry of Public Health. 2011; 22: 98-08. (in Thai).

Meenakhet P., Sihawong S. The Effect of Community-Based Teaching and Learning Management on the Use of Courseville in Health Promotion to Enhance the 21st Century Learning Skills of Nursing Students. The Journal of Baromarajonani College of Nusing. 2018; 25: 74-87. (in Thai).

Kuo, MS, Chuang TY. How gamification motivates visits and engagement for online academic dissemination – An empirical study. Computers in Human Behavior, 2016; 55: 16-27.

Khotrakul S. Psychological Education. Bangkok: Chulalongkorn University Press; 2013. (in Thai).

Kromthong S. The learning activities of flipped classroom with gamification technicial for enhance achivement motivation for enrichment science class room Mattayomsueksa IV students of Wapipathum School. [Thesis]. Mahasarakham: Rajabhat Mahasarakham University.; 2019. (in Thai).

Downloads

Published

31-08-2020

How to Cite

1.
Injui R, Chiewsothorn S, Prasittivatechakool A. The Effects of Using Gamification Learning Activities on Learning Motivation and Satisfaction among The Royal Thai Army Nursing Students. J Royal Thai Army Nurses [Internet]. 2020 Aug. 31 [cited 2024 Apr. 20];21(2):377-88. Available from: https://he01.tci-thaijo.org/index.php/JRTAN/article/view/244864

Issue

Section

Research Articles