Mobile-Based Gamification Dalam Pembelajaran Basic Life Support Pada Mahasiswa Keperawatan: Narrative Literature Review

Mariza Elsi, Dalina Gusti

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Latar Belakang: Retensi pengetahuan dan keterampilan Basic Life Support (BLS) merupakan aspek penting dalam mempersiapkan mahasiswa keperawatan menghadapi kondisi kegawatdaruratan. Pembelajaran BLS secara konvensional, seperti ceramah, demonstrasi, dan praktik langsung, berperan penting dalam pencapaian kompetensi awal, tetapi proses pembelajaran yang terbatas pada waktu dan tempat dapat menjadi tantangan dalam mempertahankan pengetahuan dan keterampilan setelah pelatihan. Seiring berkembangnya teknologi digital, mobile-based gamification menawarkan alternatif atau pelengkap pembelajaran konvensional melalui penggunaan elemen permainan, interaktivitas, umpan balik langsung, dan akses belajar yang fleksibel. Tujuan: Narrative literature review ini bertujuan untuk menganalisis konsep, efektivitas, dampak, jenis aplikasi, tantangan, dan implikasi gamifikasi berbasis mobile dalam pembelajaran BLS pada mahasiswa keperawatan berdasarkan literatur terkini periode 2020-2026. Metode: desain narrative literature review, ditelusuri melalui SciSpace, Google Scholar, dan PubMed. Pencarian awal menghasilkan 200 artikel dari SciSpace, 20 artikel dari Google Scholar, dan 1 artikel dari PubMed. Setelah dibatasi pada publikasi 2020–2026, hasil digabungkan dan dilakukan re-ranking, sehingga diperoleh 70 artikel. Telaah relevansi selanjutnya menghasilkan 22 artikel untuk dianalisis secara naratif. Hasil: Gamifikasi berbasis mobile menunjukkan efektivitas dalam meningkatkan pengetahuan teoretis dan keterampilan praktis BLS mahasiswa keperawatan. Aplikasi seperti MOBICPR, Guess it (SVUAL), dan berbagai serious game smartphone telah digunakan dengan fitur gamifikasi seperti poin, papan peringkat, dan umpan balik instan. Studi menunjukkan peningkatan signifikan pada pengetahuan BLS, self-efficacy, dan motivasi belajar mahasiswa. Kesimpulan: Gamifikasi berbasis mobile merupakan strategi pembelajaran yang menjanjikan untuk meningkatkan pengetahuan teoretis dan keterampilan BLS mahasiswa keperawatan. Pendekatan ini dapat menjadi pelengkap efektif untuk metode pembelajaran konvensional, terutama untuk meningkatkan retensi pengetahuan dan memfasilitasi pembelajaran mandiri yang fleksibel.

Kata Kunci:  Gamifikasi, Mobile Learning, Basic Life Support, Mahasiswa Keperawatan, Serious Game, Resusitasi Kardiopulmoner


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DOI: https://doi.org/10.31869/mi.v20i2.8629

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