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Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot

  • Journal of Internet of Things and Convergence
  • Abbr : JKIOTS
  • 2026, 12(1), pp.181~189
  • Publisher : The Korea Internet of Things Society
  • Research Area : Engineering > Computer Science > Internet Information Processing
  • Received : January 7, 2026
  • Accepted : February 19, 2026
  • Published : February 28, 2026

BAE NOH YUN 1 Yang Jeongha ORD ID 2

1서정대학교
2수원대학교

Accredited

ABSTRACT

This study was conducted to examine the effects of a Kahoot!-based class, a game-based student response system, on nursing students’ learning commitment, academic stress, and academic performance self-efficacy. Nursing students were assigned to an experimental group (n = 44) and a control group (n = 44), and pre–post changes following the Kahoot!-based intervention were compared between groups. The intervention was implemented from March 3 to April 11, 2025, and the collected data were analyzed using SPSS Win 28.0. The results showed that, compared with the control group, the experimental group demonstrated a statistically significant increase in learning commitment and a statistically significant decrease in academic stress. In contrast, although academic performance self-efficacy tended to increase in the experimental group, the between-group comparison of change scores did not reach statistical significance. In conclusion, the findings suggest that a Kahoot!-based class, as a game-based student response system, may yield relatively immediate effects on process-related outcomes such as students’ participation and affective responses, whereas deeper belief-related outcomes such as self-efficacy may be less likely to show significant change with a short-term intervention. This study is meaningful in that it multidimensionally evaluated the educational effects of a game-based student response system within the context of nursing education.

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