간호교육에서의 게임기반 학생응답시스템(GSRS) 적용 효과: 학습몰입을 중심으로
The Effect of Game-Based Student Response System(GSRS) on Nursing Education : Focusing on Learning Engagement
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초록
본 연구는 게임기반 학생응답시스템을 활용한 수업이 학습몰입에 미치는 영향을 알아보는 데 그 목적이 있다. 간호교육에서 게임기반 학생응답시스템을 활용한 수업(실험집단)과 강의식 수업(비교집단)의 학습몰입을 중심으로 비교한 실험연구이다. 2019년 10월부터 2019년 12월까지 일개 간호대학생 211명이 참여하였다. 학습몰입의 두 집단 간의 차이는 t-test를, 관련 요인과는 상관분석을 시행하였다. 비교집단과 실험집단 간 학습몰입의 차이를 분석한 결과, 전체 학습몰입(p=.013), 정서몰입(p=.002)에서 차이를 보였다. 이는 국내 처음으로 게임기반 학생응답시스템을 활용한 수업이 학습몰입의 효과성을 검증했다는 점에서 그 의의가 있다.
Abstract
The purpose of this study is to find out the impact of classes using a game-based student response system on learning engagement. It is an experimental study that compares learning engagement in classes (experimental groups) and lecture-style classes (comparative groups) that utilize GSRS in nursing education. A total of 211 nursing students participated from October 2019 to December 2019. The differences in learning engagement between the two groups were analyzed as t-test and correlation analysis was conducted on related factors. There was a difference between the comparison group and the experimental group in overall learning engagement(p=.013) and emotional engagement(p=.002). This is meaningful in that it has verified the learning engagement effect of the GSRS for the first time in Korea.
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