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

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Raveewon Injui
Sarintorn Chiewsothorn
Ayuporn Prasittivatechakool

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).

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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]. 2020Aug.31 [cited 2020Oct.21];21(2):377-88. Available from: https://he01.tci-thaijo.org/index.php/JRTAN/article/view/244864
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Research Articles

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