Arellano University College of Nursing 1 2600 Legarda St., Metro Manila 1008 Role-Playing Game in Maternal Health: Creating a Learning Strategy Tool Designed to Enhance Learning Experiences A Thesis Presented to the Faculty of the College of Nursing ARELLANO UNIVERSITY Legarda, Manila In partial Fulfillment of the Requirements for the Degree of BACHELOR OF SCIENCE IN NURSING by Acoba, Amber Faith B. Erlano, Carl Ashleigh G. Enojo, Ma. Rowena E. Guillermo, Angelika E. Malangis, Patricia Vea Mae D. Arellano University College of Nursing 2 2600 Legarda St., Metro Manila 1008 JANUARY 15, 2023 DEDICATION Arellano University College of Nursing 3 2600 Legarda St., Metro Manila 1008 TABLE OF CONTENTS PRELIMINARIES Title Page………………………………………………………….. Certificate of Originality…………………………………………... Approval Sheet……………………………………………………. Abstract…………………………………………………………….. Acknowledgement………………………………………………… Dedication………………………………………………………….. Table of contents………………………………………………… PAGE i ii iii iv vii ix x CHAPTER 1: PROBLEM AND ITS BACKGROUND PAGE Introduction………………………………………………………… Background of the study…………………………………………. Statement of the problem ……………………………………….. Hypotheses ……………………………………………………….. Theoretical Framework…………………………………………… Research paradigm……………………………………………….. Significance of the study…………………………………………. Scope and limitations…………………………………………….. Definition of terms………………………………………………… 1 2 4 5 5 7 7 8 9 CHAPTER 2: REVIEW OF RELATED LITERATURES Human Immunodeficiency Virus………………………………… Acquired Immunodeficiency Syndrome………………………… HIV/AIDS Awareness Program for School and University…… Religion and HIV/AIDS Awareness…………………………….. Age and HIV/AIDS awareness………………………………….. Gender and HIV/AIDS Awareness……………………………… 12 15 18 22 27 29 CHAPTER 3: METHODOLOGY Research design………………………………………………….. Research Local…………………………………………………… Sampling technique……………………………………………… Research instrumentation……………………………………….. Data gathering procedure……………………………………….. Statistical treatment of data……………………………………… 35 36 37 38 38 38 CHAPTER 4: RESULTS AND DISCUSSIONS……………… 39 Arellano University College of Nursing 4 2600 Legarda St., Metro Manila 1008 CHAPTER 5: SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS Summary of Findings Conclusions Recommendation Bibliography Appendices Curriculum Vitae 72 75 78 80 83 110 LIST OF TABLES Table Table Table Table Table Table Table Table Table 1: 2: 3: 4: 5: 6: 7: 8: 9: LIST OF FIGURES Page 43 47 52 55 58 60 61 63 65 Page 1 6 2 10 APPENDIX A B LIST OF APPENDICES Page 124 125 Arellano University College of Nursing 5 2600 Legarda St., Metro Manila 1008 C D E F G H I 128 131 135 139 143 144 147 Arellano University College of Nursing 1 2600 Legarda St., Metro Manila 1008 CHAPTER 1 THE PROBLEM AND ITS BACKGROUND Introduction This chapter presents the background of the study, the statement of the problem, the definition of terms, scope and delimitations, theoretical framework, and conceptual framework. It is given that the onset of the COVID-19 pandemic has brought forth an unprecedented decline in the actual learning and knowledge retention of students as they begin to rely on digital materials to keep up with their online classes. Learners from different demographics have different learning strategies, and not everyone is capable enough in catching up to the current learning strategies being implemented in the online set-up. But this crisis in education has been already set even before the pandemic occurred. In 2018, the Philippines notably applied for PISA for the first time with goals to globalize the quality education in the country. The results showed that Filipinos fall in the bottom ranks during the assessment in different subjects such as literacy, mathematics, and science. During the pandemic, the rate of learning poverty peaked at 91% mid-2022, placing bottom on the list of Asian countries who currently have learning poverty. Arellano University College of Nursing 2 2600 Legarda St., Metro Manila 1008 The years-long courses of those who are in the health-allied field are dependent on related learning experiences, or being able to experience and observe first-hand about what happens in a clinical setting. Doctors, nurses, and other health professionals were trained through work-integrated learning, which were done in person through lecturer-learner and peer interactions. This promotes better engagement, and improves the overall learning experience for the student. However, the pandemic has brought global restrictions in in-person learning, thus greatly affecting those who require a work-integrated type of learning. Every university has transitioned to distance learning, which revolved mostly around the online classes. It was a reliable solution to continue learning for everyone, but not many people were able to access the same quality of learning as others. In the case of health-allied students, the online set-up wasn’t easy at all. Concepts couldn’t be appreciated enough compared to actual in-person learning. Learners slowly lose interest and get burnt out. Some concepts were deemed complicated especially since they were introduced and discussed theoretically. This causes mental challenges to the learner as they try to keep themselves motivated and eager to learn. It is important for lecturers to understand their learners better as this is the first step in creating a learning environment best suitable for them. Arellano University College of Nursing 3 2600 Legarda St., Metro Manila 1008 Games have been an interesting form of entertainment and leisure. Back then, digital games were considered a distraction, an obstacle that could hinder the studies of students and reach the goals of an individual. They’re deemed as unnecessary activities that deviate a person from things that matter more - like homeworks, household chores, and work. Today, however, almost everyone has experienced playing digital games or utilizing this kind of technology for various purposes. In 2020, there was a recorded surge of increase in global video gaming sales, revenue, and time consumption, which reached an all-time high. As of 2022, there’s approximately 3.09 billion people who game worldwide (Howarth, 2022), with casual gamers taking up 63%. The demographics of this population involves people who are age 16-39 years old. Now, games are not just purely for entertainment, rather they’re now designed for so many functions such as integrating educational information within it. With the data and information gathered, the researchers have come up with a solution to overcome the educational struggles of health-allied students, specifically to the nursing students who are taking up maternal care. This is to develop a fun and engaging educational role-playing game, where students can learn and enjoy learning at the same time. Arellano University College of Nursing 4 2600 Legarda St., Metro Manila 1008 Statement of the Problem The study aims to develop a Role playing game that is made specifically for 2nd year nursing students of Arellano University – Juan Sumulong Campus who is currently taking Maternal health subject. In connection with this problem, the researcher will seek answers to the following questions: 1. 2. What is the demographic profile of the students in terms of: a. Age b. Gender What are the preferred learning methods of the 2nd year Nursing students? 3. Are 2nd year nursing students able to learn maternal health nursing easily? 4. What are the challenges that the respondents faced during the simulation of the game? 5. Has the Gamified learning strategy proposed by the researchers created a positive impact on the performance of 2nd year nursing students? Arellano University College of Nursing 5 2600 Legarda St., Metro Manila 1008 Game and Mechanics Game Progression The game consists of five levels, the first level mainly focuses on the basic concepts of normal pregnancy such as the topic from prenatal to antenatal care. The player should finish this concept first before being able to unlock the next level which is about normal pregnancy. Third level will be more the concepts of normal delivery of the baby (Unang Yakap). The fourth level will be more on advancing to more complex topics in maternal health; the care of high risk mothers such as identifying the following risk factors to be able to classify if a mother is a high-risk client. The fifth level would focus on a specific case about high risk pregnancy known as the Placenta Previa. In every level, the player will choose the right intervention and answer to be able to provide the right patient-centered care to the mother. Once the player finishes every level, he will be rewarded with new features of his character such as hat, pin, and new set of scrubs. With these reward systems, the player will be motivated to complete the following cases provided in the game. Story, Setting, and Character Arellano University College of Nursing 6 2600 Legarda St., Metro Manila 1008 Story and Narrative - Pat The hospital (insert name, wala pa akong maisip) needs a hardworking and curious student nurse. ___ hospital focuses on providing care for mothers as they are specialized in unveiling the journey of pregnancy for that is vital to be able to become a nurse. Since the pandemic happened, the hospital closed its doors for student nurses, forcing them to learn online. Fortunately, after two long years of waiting, __ hospital finally opens its doors to share the adventure and wonders of pregnancy to student nurses, allowing them to encounter different cases starting from normal to high-risk pregnancy. The hospital will grant a reward to the student nurses whenever they successfully accomplish a case without harming the patient. Maternal saga is a battlefield inside that is why, the instructors inside are aiming to broaden the kills. After completing the cases in the game, players will be more equipped and ready in the Maternal unit. Character ● Patient: a person who is receiving medical attention or who, as needed, is taken care of by a specific doctor. ● Clinical Instructors : Clinical instructors evaluate each nursing student's capability and areas for growth to determine how to modify Arellano University College of Nursing 7 2600 Legarda St., Metro Manila 1008 the teaching style as necessary. They deliver lectures in classrooms and medical facilities, checking the students' comprehension by having them carry out real-world clinical tasks and medical interventions under their supervision. ● Companion: They are the one who accompanies and provides psychological support to the patient. Most companions are family members and/or loved ones. ● Nursing students: a student at a hospital or nursing school pursuing their nursing education Settings Interface ● Start/Play - A button to initiate the start of the game. ● Music On/Off - A toggle to control the audio of the game, allowing players to turn the music on or off. ● Pause - A button to pause the game and allow players to resume play at a later time. Arellano University College of Nursing 8 2600 Legarda St., Metro Manila 1008 ● Quit - A button that will allow players to exit and close the game. ● Patient Status - A visual display of the patient's current health status, including vital signs such as heart rate, blood pressure, and oxygen levels. ● Inventory - A visual display of the medical equipment and supplies available to the player, such as syringes, bandages, and medications. ● Procedure Menu - A visual menu displaying available procedures or treatments for the patient, allowing players to select and perform procedures. ● Medical Records - A visual display of the patient's medical history, test results, and other relevant information. ● Room Map - A visual map of the hospital, showing the player's current location and available rooms to navigate to. Arellano University College of Nursing 9 2600 Legarda St., Metro Manila 1008 Description of story Maternal Saga: Journey of Life is a 2D game that is intended for educational purposes in which the player has the independence to control and customize characters in the game, allowing the player to carefully select the proper intervention in each case encountered in the game that will lead to patient-centered care for the mother and the baby. Be cautious and rational in choosing the answer using the "click-button" on mobile phones, or the patient might be in danger. The game initially consists of five levels, starting from normal pregnancy to high-risk pregnancy, that will challenge the theoretical knowledge of the player in maternal health. Game elements are characters such as the main player, nurses, and patients, and the background is designed using the role-playing game maker and is inspired by the local hospitals in the country. The sound effects are obtained through the use of YouTube, which offers a free trial of music. Maternal Saga: Journey of Life was purchased online at Role-Playing Game Maker. The game development is solely for educational purposes; however, if given enough budget, the researcher would like to incorporate more maternal cases to help the students in health-allied courses, specifically nursing and midwifery. Significance of the Study By conducting this research, the student’s level of competency and experienced based learning will definitely improve specifically on Arellano University College of Nursing 10 2600 Legarda St., Metro Manila 1008 Maternal health nursing. The researchers have a clear vision that through the use of Role-Playing Games will enable an easier retention of theoretical learning and applied skills through the use of different cases made accessible on the game proposed by the researchers. Hence, the study will be beneficial to the following areas: To the student who are in Health-Allied Field The researchers aim to develop a gamified enhancement tool in order to improve knowledge retention and learning that involves medical topics, specifically those students who are currently taking maternal health nursing. By developing a role-playing game related to the skills involved in the said subject. Students can easily retain the concepts and skills application through the use of different maternal cases in the game. To clinical instructors The researchers aim to introduce a new learning method for clinical instructors that potentially captures the interest of the students, and at the same time, is beneficial for them for a reason that the students will be able to explore the game in advance, Hence, the students can explore and discover new concepts in maternal health ahead of time. To non-medical individuals Arellano University College of Nursing 11 2600 Legarda St., Metro Manila 1008 The research may serve as a guide for non-medical individuals in terms of developing soft-wares that may help in education. It may also promote health awareness especially to casual gamers. In addition, this will also encourage more learners from non-medical fields to explore the science and wonders of maternal health. With the use of the theoretical concepts and skills presented in the game, these casual games might be able to use it in case of emergency. Hypothesis Null hypothesis There is no significant change when students utilize role-playing games to learn and retain maternal health skills and concepts. Alternative Hypothesis There is a significant change when students utilize role-playing games to learn and retain maternal health skills and concepts. Conceptual Framework The researchers used the Input-Output (IPO) Model to present the conceptual framework. It is a useful graph that lists the inputs, outputs, and steps needed to convert inputs into outputs. The inputs indicate the flow of data and materials into the operation from the outside. The processing stage covers all tasks Arellano University College of Nursing 12 2600 Legarda St., Metro Manila 1008 required to accomplish a transformation of the inputs. The data and materials that come out of the transformation process are the outputs. Data is gathered through Simple Random Sampling technique from selected 2nd year students of Arellano University Juan Sumulong Campus - College of Nursing. The researchers examine the participants’ knowledge gains through playing a roleplaying game created by the research team within the framework of this research purpose. A knowledge assessment of learning is necessary to measure an educational experience. It is to create and test a learning enhancement tool for medical students, see if it improves their learning engagement, and determine its usefulness. The researchers are able to create a Role-playing Game suitable for medical and non-medical students. The usefulness of the game was also evaluated by the researchers via pre-test and post-test when players utilize it to gain knowledge and improve skills about maternal health. . Arellano University College of Nursing 13 2600 Legarda St., Metro Manila 1008 Input The Role-playing Game as an effective learning strategy tool to enhance and retain Maternal Health knowledge and skills. 1. What is the demographic profile of the students in terms of: a. Age b. Gender 2. What are the preferred learning methods of the 2nd year Nursing students? 3. Are 2nd year nursing students able to learn maternal health nursing easily? 4. What are the challenges that the respondents faced during the simulation of the game? Process Output Developing of Concept Stories The Role-playing Game is an effective learning strategy tool to enhance and retain Maternal Health knowledge and skills. Prenatal to Antenatal care, Fundus presentation Normal Pregnancy Normal Delivery History taking, DM, Hypertension Placenta Previa Abruptio Placenta Game Development Planning Customization of characters, Game designing) Testing Letter of Approval from the Dean of CoN Research Design Qualitative Research Sampling Method Simple Random Technique Evaluation Pre-test ad Post-test 5. Has the Gamified learning strategy proposed by the researchers created a positive impact on the performance of 2nd year nursing students? Figure 1: Conceptual Framework Arellano University College of Nursing 14 2600 Legarda St., Metro Manila 1008 Scope and Limitation The research titled Role-Playing Game in Maternal Health: Creating A Learning Strategy Tool Designed to Enhance Learning Experiences will be conducted for a duration of 2 semesters at Arellano University - Juan Sumulong campus. The study aims to evaluate the effectiveness of a roleplaying game as an enhancement tool for maternal health education for nursing students of the said institution as well as other health allied programs. The research will focus on determining the impact of the game on the students' engagement and understanding of the material, as well as their ability to apply their learning in simulated scenarios. The findings of this research will be used to inform the development and implementation of the role-playing game as a tool for maternal health education, and to identify areas for improvement. This research is not intended to change the school's current teaching methods, but rather to supplement them with a new and innovative approach to learning that can enhance the students' understanding and skills in maternal health. Arellano University College of Nursing 15 2600 Legarda St., Metro Manila 1008 Definition of Terms 2D game - a type of video game that uses two-dimensional graphics and visual representation, where the elements and characters are limited to two dimensions (height and width). Export - The export refers to the final output of the game, which is the game itself. This term is commonly used in software development and refers to the final product that is delivered to the end-user. In the context of a role-playing game, the export would refer to the finished game that is ready to be played. Gamification - adding game mechanics into nongame environments, like a website, online community, learning management system or business' intranet to increase participation. In-game: The term "in-game" refers to elements found inside the game, such as characters, items, and environments. This term is used to distinguish between elements that are part of the game world, and elements that are external to it. Arellano University College of Nursing 16 2600 Legarda St., Metro Manila 1008 Instructional material - also known as teaching/learning materials, are any collection of materials including animate and inanimate objects and human and non-human resources that a teacher may use in teaching and learning situations to help achieve desired learning objectives Multi-platform - The term "multi-platform" refers to a game that can be played on multiple devices, such as PC, game consoles, and mobile devices. NPC - Non-Playable Character, which are computer-controlled characters within the game that interact with the player. NPCs can be found in various forms in roleplaying games, such as shopkeepers, quest-givers, and enemies. Role-playing game - sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Spawn - The term "spawn" refers to the start or generation of a character within the game. This term is often used in the context of video games to describe the process of creating a new character or object within the game world. Sprite - The term "sprite" is commonly used in video game development and refers to a two-dimensional image that is used to represent a character or object in the game. Arellano University College of Nursing 17 2600 Legarda St., Metro Manila 1008 CHAPTER II Review of Related Literature Arellano University College of Nursing 18 2600 Legarda St., Metro Manila 1008 This chapter presents the various literature and studies which are relevant to the present study in order to amplify the researcher’s understanding of the study. Gamification Gamification is considered to engage learners as an educational method by positively affecting the learning process. It has been proven by researchers as creative teaching-learning strategies to improve student learning outcomes. Games have been found to help students learn more deeply by giving them adaptive challenges, low-stakes failures, curiosity, self-expression, discovery, instant feedback, clear goals, player control, immersion, and competition. Additionally, nursing faculty struggle to develop engaging, studentcentered learning environments. With the rise of "digital" nursing students' kinesthetic/tactile learning preferences, gamification in nursing education is becoming a viable teaching strategy. Given that the current generation is fully engaged with all things digital, gamification may encourage explicit behaviors like boosting motivation and engagement. Because the game creates a real-world context in which nursing students can learn, it offers a favorable learning environment. As cited by Woolwine, Romp, & Jackson (2019), gamification as an approach to teaching has been related to Arellano University College of Nursing 19 2600 Legarda St., Metro Manila 1008 enhanced internal and external motivation as well as student knowledge retention. Gamification was used in a Health Informatics course for undergraduate nursing students by Castro and Gonçalves (2018). The program was designed in a virtual learning environment, and students were required to complete case studies, answer multiple-choice questions, and participate in class discussions. in forums, and play games like crossword puzzles. Students indicated on the course evaluation that they were overall satisfied with the course at the end. Students also provided feedback on the class evaluation was “productive and fun” and “provocative and will probably keep students interested” (Castro & Gonçalves, 2018). According to Sarker, Kanuka, Norris, Raymond, Yonge, & Davidson (2021), games offer an excellent learning environment because it provide a realistic setting in which nursing students may learn. It is evident that the nursing fied has begun to investigate aspects of gamification in the nursing work environment, such as the potential relationship with motivation, the utilization of technology, and the possible impact on learning outcomes. Moreover, Castro & Goncalves (2017), considered gamification an interesting and innovative approach. It is believed that gamification has the potential to improve education on taking part in and considering prevailing teaching strategies for nurses. Arellano University College of Nursing 20 2600 Legarda St., Metro Manila 1008 Gamification has also been used in a hospital setting to reduce hospital catheter-associated urinary tract infection rates through a mobile technology platform (MTP) using gamification elements, including feedback, leaderboard, points, and prize which is created by O’Neill, Robb, Kennedy, Bhattacharya, Dominic, & Murphy (2018). Nurses used the MTP to complete modules, review resources, participate in discussion boards, and take a quiz; as a result, their knowledge improved, and the workforce engagement has increased. (O’Neill et al., 2018) Gamification and Online Learning During the COVID-19 pandemic, online learning emerged as a great tool for student education. According to studies, In terms of online study concerns, the majority of participants were unable to keep a regular time schedule, had connection difficulties, had less student and teacher engagement, and had insufficient access to learning material, etc. As a result, educators have been creating new teaching techniques to address the issues that online learning has brought about. Gamification has been identified as a possible solution to the COVID19-related educational issues, as it is an effective user engagement method with the potential to improve online education. This method involves the use of game mechanics such as badges, points, leaderboards, virtual Arellano University College of Nursing 21 2600 Legarda St., Metro Manila 1008 currencies, and others in contexts other game mechanics. The effects of gamification in online educational settings have been the matter of several thorough literature reviews and it shows that it increases student motivation and participation by promoting content acquisition and comprehension and critical thinking skills. In addition, a lot of activities are now being carried out without faceto-face interaction because of COVID-19. As a result, online learning has significantly increased the level of fatigue that students feel, therefore, gamification can be used as a method to lighten the load on students. According to Park and Kim (2021), gamification helps students focus by minimizing the stress they face associated with their online course. Furthermore, based on their findings of their study, gamified online learning programs help learners better understand academic material while also motivating them and enhancing their self-efficacy, self-determination, career motivation, and grade motivation. Moreover, a study by Alabbasi (2018) that examined instructors' perceptions on the use of gamification methods in online learning has revealed that teachers had a favorable perception of introducing gamification into online learning. In particular, the study found that it makes people more attentive and curious about exploring different parts of the learning management system. Additionally, it raises students' levels of satisfaction Arellano University College of Nursing 22 2600 Legarda St., Metro Manila 1008 and their desire to go above and beyond what the course requires. Educators believe that using online courses with increased levels of difficulty raises students' competency. Having a sense of competence makes learning enjoyable, increases students' level of engagement in the material, and discussions. However, some think that gamified learning demotivates students because of its competitive nature. In their opinion, game elements also cause antisocial behavior, which heightens anxiety and impairs learning. Despite the fact that only a small portion of study participants mention this finding, it is evident that gamification has negative effects and it doesn't just promote good learning outcomes. (Alabbasi, 2018). On the other hand, student’s perspective towards using gamification techniques in online learning has also been assessed by Alabbasi (2018). The findings indicated that graduate students had a favorable opinion of the use of gamification tools in online learning. Students need learning systems that are effort-demanding, challenging, and sophisticated and that improve competency, recall memory, concentration, attention, commitment, and social interaction. Role-Playing Game Arellano University College of Nursing 23 2600 Legarda St., Metro Manila 1008 A role-playing game is a video game genre where the player manages acting out the roles of a character who is immersed in an imaginary world. Besides playing this for entertainment and fun, it can also be a method of developing and acquiring different skills and knowledge. With the use of role play simulation, students can be transformed from passive to active learners. Active learning techniques assist students in developing theories, recognizing concepts and putting knowledge to use, rather than just being "spoon-fed" facts and figures. Role-playing games can be used as an instructional approach to encourage development of autonomy and critical-reflexive thinking among undergraduate nursing students (Soares, Gazzinelli, Souza, & Araujo, 2017). In the study report of Soares et. al, the researchers used a game, "The Order of Ores", created in the School of Nursing of the Universidade Federal de Minas Gerais, wherein the player experience crisis situations in each of the game's four contexts: primary care, hospital care, management, and education. According to Soares et al. (2017), the game encourages the process of becoming more familiar with active engagement in the educational process, self-reflection, and reflection on the training and the potential for future professional practice. It is proven that a role-playing game allows students to test, simulate, and (create fictitious scenarios by offering the Arellano University College of Nursing 24 2600 Legarda St., Metro Manila 1008 metaphorical experience of problem-situations that are part of the nurse's professional routine, encouraging the development of autonomy and criticalreflexive thinking in relation to the training and the future practice of nursing. On the other hand, a cited work of Young (2018) demonstrated how a roleplaying simulation game can encourage collaboration, system thinking, and data-driven decision making. Young (2018) highlighted how students improved reflective thinking through simulation gaming, specifically how they adopted diverse viewpoints to evaluate the simulation game's objective at hand. Role-playing games may be used by nurse educators in academic and healthcare settings to put the fundamental abilities of nurse professionals to practice. Its impact on nursing practice, as well as educational institutions, and healthcare organizations are very interested in patient care outcomes since it has been demonstrated that it improves patient outcomes, and one can expect gamification to be applied to a larger variety of users and settings. Its application fosters learning, self-efficacy, and confidence in clinical settings as well as aid students in developing their clinical practice, empathy, critical thinking, and patient safety skills. CHAPTER III Arellano University College of Nursing 25 2600 Legarda St., Metro Manila 1008 METHODOLOGY RESEARCH DESIGN The study included the descriptive research design to gather, analyze, and present facts and data pertaining to the nature and state of this particular study. It uses a quantitative and qualitative research approach to get the necessary data. Data are gathered through pre-test and post-test questionnaires. The phases of these questionnaires include various word problems regarding Maternal Health. Having followed, a survey form will be distributed to measure the participants' level of satisfaction with the generated game. Quantitative approach was also used to determine the frequency based on the tallied data and computed percentage of each variable. PO The selected population are the 2nd year Nursing Students of Arellano University Juan Sumulong Campus. The researchers selected the respondents based on Simple Random sampling. Simple random sampling is a type of probability sampling wherein the researcher chooses a portion of subjects at random from a population. It depends on utilizing a method of selection that gives each candidate an equal opportunity to be chosen, Arellano University College of Nursing 26 2600 Legarda St., Metro Manila 1008 giving each candidate the same probability of being selected. This method is used to yield unbiased examples. At least 25 students from each section of the second-year College of Nursing for a total of 75 students will participate in the study. The respondents must be currently taking maternal subjects and readily accessible to researchers. RESEARCH INSTRUMENTATION The researchers will adapt a pre-test & post-test assessment which will help evaluate the participants’ performance after testing the educational game. It will contain questions in the field of Maternal Health, which comprises both normal and high-risk pregnancies. It will also contain basic questions in assessing pregnant women and newly-born infants. The pretest assessment is a 10-item quiz that will evaluate their general knowledge about the said course. The post-test is a 20-item quiz that will focus on the information gained from the game mixed with the general knowledge assessment in the pre-test phase. Both pre-test and post-test assessments will be in multiple choice form. Additionally, respondents will each be given a survey questionnaire containing demographic and close-ended questions to gather the respondents’ answers that will result in quantifiable data. These survey Arellano University College of Nursing 27 2600 Legarda St., Metro Manila 1008 questionnaires will be given after the assessments to determine the participants’ satisfaction rate towards the developed game. The researchers will use a Likert Scale for this, along with a series of close-ended questions containing inquiries about the participants’ learning methods and if the game has affected it. DATA GATHERING PROCEDURE For the purpose of the research, the data gathering procedure was divided into two phases to provide emphasis on the process that the researchers conducted to be able to proceed with the study. Phase I The first phase of the research process consisted of gaining approval from the Dean of Nursing and class advisers from both sections of 2nd year students through the creation of a letter to allow the group of researchers to conduct a survey and simulation in relation to the gamification of lessons on Maternal Health Nursing. Phase II The second phase of the data gathering focuses on the actual process that the researchers conducted. After obtaining approval from the Dean of Nursing and the respective class advisers, the researchers provided a pre-test and post-test about maternal health. The pre-test consists of a 25- Arellano University College of Nursing 28 2600 Legarda St., Metro Manila 1008 item exam, while the post-test consists of a 50-item exam that covers topics about normal pregnancy such as trends in maternal and child health and prenatal and postnatal care. The data collection was done within a period of two weeks for all selected participants in the study. With the assistance of a professional statistician, the researchers immediately tabulated and interpreted the results. With that, the results were properly interpreted, and the desired conclusions were given at the end of the paper. STATISTICAL TREATMENT OF DATA The data collected in this study were organized and classified based on the research design and problems formulated. The data were coded, tallied and tabulated to facilitate the presentation and interpretation of the results using the following: 1. Percentage This will employ to determine the frequency counts and percentage distribution of personal related variables of the respondents Formula: % = Fx / N * 100 % is the percentage F is the frequency N is the total number of respondents Arellano University College of Nursing 29 2600 Legarda St., Metro Manila 1008 100 is a constant value 2. Average Weighted Mean This will be used to determine the assessment of the respondents with regards to their personal profiles Formula: X = Fx / N X is the weighted mean F is the frequency x is the weight of each item N is the number of cases 3. Analysis of Variance (ANOVA) This will be helpful in making comparison of two or more means which enables a researcher to draw various results and predictions about two or more sets of data. Steps in ANOVA 1. First step is to compute the total sum of the squares. 2. Second step is to compute the squares between columns. 3. The third step is to compute the sum of squares within the column. Arellano University College of Nursing 30 2600 Legarda St., Metro Manila 1008 4. To complete the ANOVA table, calculate the mean of the sum of squares. Game Development Method The game was built in RPG Maker MV, a beginner-friendly software used for the development of games in a RPG environment. The software was uniquely designed to export its games in a multi-platform setting - users can save it as a mobile game, a software application, or an online website game similar to sites like Y8 and Club Penguin. Opening Menu The player starts with the title screen, where players can start a new save file or load their last saved file. An option to tweak in-game sound effects and music can also be done in the Options menu. Upon creating a new save state, users can choose their own name and gender, but cannot make changes to their sprite’s appearance and features. Map The game was composed of three (3) main rooms - Dormitory, Nurse’s Floor, and Emergency Room. The dormitory serves as a spawn point for the player. The player can interact with specific objects in-game that may serve as additional information Arellano University College of Nursing 31 2600 Legarda St., Metro Manila 1008 regarding the subject. The Nurse’s Floor will be filled with colleagues who will give you advices, tips, and fun facts about maternal health nursing. In this map, the player will encounter NPCs that were based from AUCN’s faculty members. The Emergency Room is where the cases per level will occur. Most of the gameplay that involves learning will be set in this room. Reward System Each time a player completes a level, they will gain two (2) tickets which will serve as a key to unlock hints and get some tips for questions that cannot be answered by the player. The players who will successfully complete the level without using the tickets will have more advantage, because the higher the level gets, the more tickets are required to obtain a hint. Letter of Intent to Conduct Study LEONORA P. BORROMEO RN, MSN Program Chair, College of Nursing 2600 Legarda St., Manila Tel. 734-73272 to 79 Arellano University College of Nursing 32 2600 Legarda St., Metro Manila 1008 Dear Ma’am: A pleasant day! We are the 3rd year nursing students of Arellano University - Legarda Campus, Manila. We are currently taking the subject Nursing Research 2, and we would like to ask for permission to conduct our research entitled “Role-Playing Game in Maternal Health: Creating A Learning Strategy Tool Designed to Enhance Learning Experiences.” This study will use a descriptive-qualitative-quantitative research design. The selected respondents will be the second year nursing students of the same school who are taking the subject Care of Mother, Child, and Adolescent (NCM 107) and Care of Mother and Child at Risk or With Problems (NCM 109) to assess their knowledge retention and interest in learning the subject with the RPG game output the researchers have made. This study will help aid the faculty and school administration in identifying other ways to improve the education of the students with the use of innovative ways. With this, we are asking for permission to conduct this study to your students. Rest assured that we will adhere to the school’s policies, rules, and regulations during the conduct of the study to protect the rights of the research’s subjects. Furthermore, we are very much willing to discuss more about our study at your convenience. Thank you very much for your kind approval on this request. Sincerely yours, Patricia Vea Mae Malangis – Group Leader Angelika E. Guillermo- Assistant Group Leader Members: Acoba, Amber Faith B. Erlano, Carl Ashleigh G. Enojo, Ma. Rowena E. Arellano University College of Nursing 33 2600 Legarda St., Metro Manila 1008 Noted by: RUHIYYIH BARNACHIA, RN, MAN Research Adviser, Nursing Research 2 Approved by: LEONORA P. BORROMEO RN, MSN Program Chair, College of Nursing Informed Consent Form This informed consent is for the selected individual who were invited to participate in the research entitled “Role-Playing Game in Maternal Health: Creating A Learning Strategy Tool Designed to Enhance Learning Experiences”. Arellano University College of Nursing 34 2600 Legarda St., Metro Manila 1008 Malangis, Patricia Vea Acoba, Amber Faith Enojo, Ma. Rowena Erlano, Carl Ashleigh Guillermo, Angelika 3rd year Nursing Students, Arellano University Juan Sumulong Campus This Informed Consent Form has two parts: 1. Information sheet 2. Certificate of Consent Form You will be given a copy of the Informed Consent Form. _________________________________________________________________ Part 1: Information Sheet Introduction We, Patricia Vea Mae Malangis, Amber Faith Acoba, Ma. Rowena Enojo, Carl Ashleigh Erlano, and Angelika Guillermo, an enrolled 3rd year students at Arellano University Juan Sumulong Campus, pursuing the degree on Bachelor of Science in Nursing and in the process of completing our requirements in Nursing Research 2 entitled: ““Role-Playing Game in Maternal Health: Creating A Learning Strategy Tool Designed to Enhance Learning Experiences”. We are going to give you information and hope to formally invite you to participate in our study. It's crucial that you are aware of the goals and procedures of the study before deciding whether or not to take part. If there is anything unclear or if you require more information, please do ask the researchers. Purpose of the Study The purpose of this study is to develop and test a role-playing game as a learning strategy tool for maternal health education. The game will be designed to enhance learning experiences for students and healthcare professionals in maternal health care. Type of Research Intervention This research study will involve your participation in answering questions via survey forms which will be distributed with the use of google forms. The following survey questions were given to evaluate the perception of the participants in the Arellano University College of Nursing 35 2600 Legarda St., Metro Manila 1008 role playing game. Before and after the simulation (playing the RPG) each participant will have to answer a pre-test and post-test to assess their knowledge regarding Care of Mother and Child, and Adolescents (well clients) and Care of Mother and Child at Risk or with Problems. Participant Selection We are looking for second year nursing students of the same school who are taking the subject Care of Mother, Child, and Adolescent (NCM 107) and Care of Mother and Child at Risk or With Problems (NCM 109). You have been selected to take part in the study. Procedures If you agree to participate in this study, you will be asked to play the roleplaying game and complete a survey after playing. The game will take approximately 2 hours to complete and the survey will take approximately 20 minutes. The survey will ask you questions about your learning experience and perception of the game as a learning strategy tool. Duration The said survey and simulation with the role playing game for Maternal Health will last for 30 minutes to 1 hour. Risks and Benefits There are no known risks associated with participating in this study. The benefits of participating in this study include the opportunity to contribute to the understanding of role-playing games as a learning strategy tool in maternal health education and to help improve the learning experience for students and healthcare professionals. Confidentiality The data collected in this study will be kept confidential and will be used only for research purposes. The data will be stored securely and will not be shared with any third parties. Your name and other identifying information will not be linked to your survey responses. Sharing the results Arellano University College of Nursing 36 2600 Legarda St., Metro Manila 1008 The researchers only have the full access of any information that you will be providing. The results of the study will be shared to the institution as well as to those who will greatly benefit once it has been analyzed and finalized. Right to Refuse or Withdraw You are not forced to take part in this study. You have the choice of participating or not. You will have to sign a consent form if you choose to participate. You have the right to withdraw your approval at any moment and without providing a reason even after signing the consent form. The interaction you have, if any, with the researcher will not be impacted if you decide to withdraw from this study. Your data will either be returned to you or deleted if you drop out of the study before it is done collecting it. Who to contact If you have any questions or concerns about this study, please contact the researchers at _________________________________________________________________ CONSENT I have read and I understand the provided information and have had the opportunity to ask questions. I understand that my participation is voluntary and that I am free to withdraw at any time, without giving a reason and without cost. I understand that I will be given a copy of this consent form. I voluntarily agree to take part in this study. Participant's signature ______________________________ Date __________ Arellano University College of Nursing 37 2600 Legarda St., Metro Manila 1008 Survey Questionnaire I. Questions Directions: Please indicate the level of agreement or disagreement with each of these statements regarding your experience/knowledge about role playing game as a learning strategy. Place an (/) mark in the box of your answer. 1.0 Demographic Items/Measurement Arellano University College of Nursing 38 2600 Legarda St., Metro Manila 1008 Q1. What is your gender? □ Female □ Male □ Other: Q2. How old are you? _____________ Questions Strongly Disagree Strongly Agree 1 4 2 2.0 Perceived Usefulness Items/Measurement 1 2 3 The use of role playing game as a learning strategy in Maternal Health II improves my learning performance. The use of role playing game as a learning strategy increases my learning outcome. The use of role playing game enhances my desire to produce an excellent performance in Maternal Health II. 3.0 Perceived Ease of Use Items 4 I find the online gamification system to be flexible to use. 5 The role playing game functionality and interface is clear and understandable. Interacting with the role playing game system is not complicated to use. Overall, I believe that the role playing game made for Maternal Health II is easy to use. 6 7 4.0 Attitude Measurement 3 5 Arellano University College of Nursing 39 2600 Legarda St., Metro Manila 1008 8 9 10 I think that utilization of role playing game in Maternal Health II and other major subjects in Nursing is a better learning strategy. I enjoy learning with role playing game learning system. I look forward to those aspects of my learning that require the use of online gamification system. 5.0 Skill Engagement Measurement Role playing game in Maternal Health II will encourage me in: 11 Taking good notes during lecture 12 Listening carefully during lecture 13 Understanding the topics easily. 14 Reviewing the topics confidently. 15 Participating in recitations and small-group discussions. Arellano University College of Nursing 40 2600 Legarda St., Metro Manila 1008 Arellano University College of Nursing 41 2600 Legarda St., Metro Manila 1008