印度普杜切里卡斯图尔巴甘地护理学院护理学学士一年级学生生物医学废物管理知识的游戏学习与讲座方法的有效性

K. Renuka, Umamaheswari Ramesh
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摘要

背景:根据印度1998年《生物医学废物(管理和处理)规则》,"在对人类或动物进行诊断、治疗或免疫接种期间,或在与此有关的研究活动中,或在生产或测试生物材料期间产生的任何废物"。世界卫生组织指出,85%的医院废物实际上是无害的,而10%是传染性的,5%是非传染性的,但它们被列入危险废物。本研究旨在评估护理学学士一年级学生对生物医学废物管理的知识水平,评估游戏学习和讲座方法对生物医学废物管理的有效性,并比较游戏学习和讲座方法对生物医学废物管理的有效性。材料与方法:本研究采用定量研究方法,真正的实验研究设计。这项研究是在普杜切里卡斯图尔巴甘地护理学院的一年级理学士护理专业学生中进行的。采用随机抽样技术(摇号法),共抽取90份样本,其中ⅰ组和ⅱ组各45份。收集学生的人口学数据和宝马管理结构化知识问卷。结果:结果显示,第一组的前测均值和后测均值分别为9.47和21,标准差分别为2.51和3.15。II组的前后均值分别为9.49和18.89,标准差分别为2.48和4.47。根据Mann-Whitney检验比较前测和后测,前测值为0.042,p值为0.966;后测值为2.589,p值为0.011。比较I组和II组,得到的Wilcoxon (t检验)值分别为23.444和15.579。说明第一组和第二组的知识水平存在差异。结果表明,游戏学习比课堂教学更有效。结论:游戏学习对护理学学士一年级学生宝马管理知识水平的影响显著(p < 0.001)。说明第一组和第二组的知识水平存在差异。结果表明,在知识层面上,游戏学习比课堂教学更有效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effectiveness of Game Learning vs Lecture Method on Knowledge Regarding Biomedical Waste Management among BSc Nursing First-year Students in Kasturba Gandhi Nursing College at Puducherry, India
Background: According to Biomedical Waste (management and handling) Rules, 1998, of India, “Any waste which is generated during the diagnosis, treatment or immunization of human beings or animals or in research activities pertaining thereto or in the production or testing of biological material.” The World Health Organization states that 85% of hospital wastes are actually nonhazardous, whereas 10% are infectious and 5% are noninfectious but they are included in hazardous wastes. The objectives of the study was to assess the level of knowledge on biomedical waste (BMW) management, to evaluate the effectiveness of game learning and lecture method on BMW management and to compare the effectiveness of game learning vs. the lecture method on BMW management among BSc nursing first-year students. Materials and methods: The quantitative research approach, true experimental research design was adopted for the study. The study was conducted among BSc nursing first-year students at Kasturba Gandhi Nursing College, Puducherry. Totally, 90 samples were selected with 45 each in group I and group II by the random sampling technique (lottery method). The demographic data and the structured knowledge questionnaire on BMW management were collected from the students. Results: The result revealed that, in group I, the pre- and posttest mean values were 9.47 and 21, respectively, and standard deviation values were 2.51 and 3.15, respectively. In group II, the pre- and posttest mean values were 9.49 and 18.89, respectively, and standard deviation values were 2.48 and 4.47, respectively. While comparing pretest and posttest according to the Mann–Whitney test, the pretest value was 0.042 and the p value was 0.966, and the posttest value was 2.589 and the p value was 0.011. While comparing group I and group II, the obtained Wilcoxon ( t test) values were 23.444 and 15.579. It indicates that there was a variation in the level of knowledge in group I and group II. It shows that game learning was effective than the lecture method of the level of knowledge. Conclusion: The study findings reveal that game learning ( p < 0.001) was effective than the lecture method on the level of knowledge regarding BMW management among BSc nursing first-year students. It indicates that there was a variation in the level of knowledge in group I and group II. It shows that game learning was more effective than the lecture method on the level of knowledge.
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