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간호교육에서의 게임기반 학생응답시스템(GSRS) 적용 효과: 학습몰입을 중심으로

The Effect of Game-Based Student Response System(GSRS) on Nursing Education : Focusing on Learning Engagement

  • 황지원 (경동대학교 간호대학) ;
  • 김정애 (한국대한간호협회 정책국) ;
  • 황슬기 (한국방송통신대학교대학원 이러닝학과)
  • Hwang, Ji-Won (College of Nursing, Kyung-dong University) ;
  • Kim, Jung-Ae (Department of Nursing Policy, Korean Nurses Association) ;
  • Hwang, Seul-Gi (Department of e-Learning, Korea National Open University)
  • 투고 : 2020.11.25
  • 심사 : 2021.01.20
  • 발행 : 2021.01.28

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.

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.

키워드

과제정보

This paper was funded by the Graduate School, Korea Nation Open University's self-regulation project(Project to support research and education activities for graduate students[National University Fostering Project]) in 2019.

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