Date of Completion
2024
Document Type
Thesis
Degree Name
Bachelor of Science in Nursing
Keywords
Video Gameplay
Abstract
Objectives of the Study A. General Objectives: The study was primarily undertaken to determine the efficacy of video gameplay as an aid in self-regulated learning of the bonafide nursing students of DLSMHSI A.Y 2023-2024.
Specific: Specifically, the study sought to determine the following: 1. Profile of the respondents in terms of: gender, year level, study hours, and types of video game they prefer to watch while studying. 2. The efficacy of watching video gameplay as an aid in self-regulated learning. 3. If there are significant differences in the efficacy of video gameplay as an aid in self-regulated learning of the respondents when they are grouped according to gender, year level, study hours, and type of video game they prefer to watch while studying.
Methodology: To determine and answer the statement of problems and test the proposed hypothesis of the study, the study utilized a descriptive-analytical quantitative design. The instruments used in this study were a self-made tool and a 4-point Likert Scale. The respondents of the study were from levels 1 to 4 nursing students from DLSMHSI A.Y 2023-2024 who have experienced watching video gameplay during independent study hours; stratified random sampling was used to gather the respondents. The total population of this study is 175 nursing students. Regarding data analysis, the researchers used statistical treatments containing frequency distribution, percentage, standard deviation, and analysis of variance (ANOVA) test corresponding to the study’s definite problems and hypothesis.
Major findings: The study discovered that: 1. Out of 175 respondents, 58.9% were female, 40% were Level 3, 44.6% were studying 2-5 hours per week, 73.7% preferred to watch multiple types of video gameplay, and 27.7% preferred specifically adventure video gameplay from the multiple answers. 2. Most respondents found watching video gameplay during independent study hours efficient, with the average mean scores of 3.01-knowledge attention span, 2.99-retention and recall, 3.22-learning engagement, 2.83-focus, 3.11-handling stress reduction, and 3.02-critical thinking. It showed that nursing students found video gameplay to be effective in self-regulated learning, with verbal interpretation being the efficient method. 3. A p-value of 0.686, 0.265, 0.541, and 0.488 was obtained at a 0.05 significance level when comparing the efficacy of learning between gender, year level, study hours and type of video game of the nursing students in DLSMHSI. Thus, it indicates that there are no significant differences in learning outcomes between gender, year level, study hours, and video gameplay type among the nursing students.
Conclusions: From the findings, the following conclusions were drawn 1. Most of the respondents were female, from level 3, studying on average 2 to 5 hours a week, and prefers to watch multiple types of video gameplay with adventure being the most preferred type of video gameplay. 2. Watching video gameplay as an aid in self-regulated learning in terms of enhancing knowledge attention span, retention and recall, learning engagement, focus, stress reduction, and critical thinking were effective. 3. There were no significant differences in learning outcomes between gender, year level, study hours, and video gameplay type.
First Advisor
Noel P. Ligaya, RN, MAN, DNM
APA Citation
Gaurano, S. C., Lanipa, L. M., Mateo, J. S., Musico, L. S., Principe, A. A., & Serrano, F. R. (2024). Video gameplay as an aid in self-regulated learning: an assessment from nursing students. [Bachelor's thesis, De La Salle Medical and Health Sciences Institute]. GreenPrints. https://greenprints.dlshsi.edu.ph/bsn/1440