Skip to main content

Table 1 Demographic characteristics of participants in the study

From: Comparison of gamification and role-playing education on nursing students’ cardiopulmonary resuscitation self-efficacy

Group Name

Variable

Role-playing

Gamification

Control

Total

Frequency

Percentage

Frequency

Percentage

Frequency

Percentage

Frequency

Percentage

Gender

Female

25

16.2

34

22.1

33

21.4

92

59.7

Male

28

18.2

26

16.9

8

5.2

62

40.3

Total

53

34.4

60

38

41

26.6

154

100

Semester

6

6

3.9

6

3.9

0

0

12

7.9

5

45

29.6

54

35.5

0

0

99

65.1

8

0

0

0

0

41

27

41

27

Total

51

 

60

 

41

27

152

100

Gender

No

49

32

36

23.5

13

8.5

99

64.1

Yes

4

2.6

24

15.7

27

17.6

55

35.9

Total

53

34.6

60

38

41

26.6

154

100

Place of CPR Training

University

0

0

18

32.1

28

50

46

82.1

Red Crescent

4

7.1

6

10.7

0

0

10

17.9

Total

4

7.1

24

42.8

28

50

56

36.4

Witnessed CPR

No

29

18.8

22

14.3

5

3.2

56

36.4

Yes

24

15.6

38

24.7

36

23.4

98

63.6

Total

53

34.4

60

38

41

26.6

154

100

Place of CPR Observation

Emergency

24

24.2

34

34.4

21

21.2

79

79.8

Ward

1

1

4

4

14

14

19

19.2

Total

25

25.2

38

38.4

35

35.3

98

100