Development of a Gamification-Based Media for Mental Health Counseling in the Elderly among Nursing Students
Keywords:
Gamification, Mental health counseling, elderly with hip fractures, Nursing studentsAbstract
This study aimed to develop Gamification-Based Media for Mental Health Counseling and to examine students’ perceptions toward the components of the gamified mental health counseling media. The development process consisted of five phases: 1) problem and needs analysis 2) Game design 3) prototype development 4) Implementation and 5) Evaluation. The evaluation phases focused on assessing third-year nursing students’ perceptions of computer game design components. A purposive sampling method was used, yielding a sample of 50 third-year nursing students. The research instruments included the gamified mental health counseling and a questionnaire to assess players’ perceptions of game components. The reliability coefficient of the questionnaire was 0.959. Data were analyzed using descriptive statistics.
The results revealed that the developed gamified media comprised three main components: the game rules and gameplay tutorial section, the mental health counseling techniques game section, and the simulated scenario-based counseling practice game section. The evaluation results indicated that students demonstrated a high level of perception toward the gamified media components (Mean = 4.23, SD = 0.38). The highest mean score was found in the content and game narrative domain (Mean = 4.35, SD = 0.66), followed by the game rules and regulation domain (Mean = 4.42, SD = 0.61). The findings suggest that the developed media design components effectively supported nursing students’ learning. The results provide essential evidence for improving mental health counseling learning media to promote expected learning outcomes.
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