@article{ART003306449},
author={BAE NOH YUN and Yang Jeongha},
title={Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot},
journal={Journal of Internet of Things and Convergence},
issn={2466-0078},
year={2026},
volume={12},
number={1},
pages={181-189}
TY - JOUR
AU - BAE NOH YUN
AU - Yang Jeongha
TI - Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot
JO - Journal of Internet of Things and Convergence
PY - 2026
VL - 12
IS - 1
PB - The Korea Internet of Things Society
SP - 181
EP - 189
SN - 2466-0078
AB - 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.
KW - game-based student response system;learning engagement;academic stress;academic self-efficacy;nursing students
DO -
UR -
ER -
BAE NOH YUN and Yang Jeongha. (2026). Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot. Journal of Internet of Things and Convergence, 12(1), 181-189.
BAE NOH YUN and Yang Jeongha. 2026, "Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot", Journal of Internet of Things and Convergence, vol.12, no.1 pp.181-189.
BAE NOH YUN, Yang Jeongha "Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot" Journal of Internet of Things and Convergence 12.1 pp.181-189 (2026) : 181.
BAE NOH YUN, Yang Jeongha. Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot. 2026; 12(1), 181-189.
BAE NOH YUN and Yang Jeongha. "Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot" Journal of Internet of Things and Convergence 12, no.1 (2026) : 181-189.
BAE NOH YUN; Yang Jeongha. Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot. Journal of Internet of Things and Convergence, 12(1), 181-189.
BAE NOH YUN; Yang Jeongha. Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot. Journal of Internet of Things and Convergence. 2026; 12(1) 181-189.
BAE NOH YUN, Yang Jeongha. Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot. 2026; 12(1), 181-189.
BAE NOH YUN and Yang Jeongha. "Effects of Applying a Game-Based Student Response System in Nursing Education: Focusing on Kahoot" Journal of Internet of Things and Convergence 12, no.1 (2026) : 181-189.