Finding studies
Finding studies
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Lead
Medipol University
Original Value of the Thesis This thesis is one of the first comprehensive experimental studies to examine the effect of a digital game-based learning approach on motivation and attitudes in preeclampsia-eclampsia management training for midwifery students. The original value of the study is highlighted by the following points: * Originality of scope and subject: o The application of a digital game-based learning model based on preeclampsia-eclampsia management, one of the obstetric emergency issues in midwifery education, is a subject that has been studied in limited numbers in the literature. * Methodological innovation: * The comparative examination of three different teaching approaches (digital game, simulation, traditional education) in the research provides the opportunity to comprehensively evaluate the effects of different learning environments. * The experimental design, supported by both quantitative and qualitative data collection methods, will allow for in-depth analysis of the results. * Contribution to educational technologies: * The digital game, which will be developed specifically for preeclampsia-eclampsia management, is a unique product as an innovative teaching material that can be adapted to the midwifery curriculum. 4. Contribution to midwifery education: * The research results will provide a scientific basis for integrating technology-based approaches into the curriculum that can increase the active participation, motivation, and attitude towards learning of midwifery students. Research Hypotheses H1: Midwifery students who received training with a digital game-based learning method have significantly higher learning motivation compared to simulation and traditional education groups. H2: Students who received training with a digital game-based learning method have more positive attitudes towards learning compared to simulation and traditional education groups. H3: Students who received simulation training have significantly higher learning motivation and attitudes compared to students who received traditional education. H4: The digital game-based learning method increases students' participation, interest, and satisfaction levels in the learning process. Research Objective The main objective of this research is to determine the effect of digital game-based learning methods on the learning motivation and attitudes towards learning of midwifery students in preeclampsia-eclampsia management training. Within the scope of the research, the digital game-based learning method will be compared with simulation-based training and traditional teaching methods, and the effects of these three different teaching approaches on the learning processes of midwifery students will be evaluated comparatively. This study aims to reveal the effectiveness of using digital game-based learning in teaching processes for obstetric emergencies in midwifery education, and to propose a learning model that will increase students' intrinsic motivation towards learning and support the development of positive attitudes. It is aimed that the research results will contribute to the modernization of midwifery education, the dissemination of technology-based learning strategies, and the development of innovative methods in teaching obstetric emergencies. Research Objectives The overall objective of this research is to compare the effects of digital game-based learning, simulation training, and traditional teaching methods on the learning motivation and attitudes towards learning of midwifery students. In line with this general objective, the following specific objectives are planned to be achieved: * To evaluate the effect of digital game-based learning on the learning motivation of midwifery students in preeclampsia-eclampsia management training. * To determine the effect of simulation-based training on students' learning motivation and compare it with digital game-based learning. * To examine the effect of traditional teaching methods on students' learning motivation and highlight the differences between them and other methods. * To compare the effects of digital game-based learning, simulation, and traditional teaching methods on students' attitudes towards learning. * To qualitatively analyze the opinions, experiences, and feedback of students participating in the digital game-based learning process regarding the method and to reveal the strengths and areas for improvement of the method. * To develop recommendations regarding the applicability of digital game-based learning in preeclampsia-eclampsia management training and its integration into the midwifery curriculum based on the findings obtained. Expected Contributions of the Research The results of this research are expected to: * Provide evidence-based information on the effect of digital game-based learning on learning motivation and attitudes in midwifery students, * Demonstrate the effectiveness of technology-based, student-centered teaching methods in teaching obstetric emergencies, * Create a model for the integration of digital game-based learning approaches into midwifery education programs, * Contribute to the joint evaluation of gamification and simulation in the field of health education.
Age
18–25
Sex
FEMALE
Healthy volunteers
Not accepted
