严肃智能手机游戏对护理专业学生成人基础生命支持理论知识和实践技能的影响:随机候补名单对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-04-05 DOI:10.2196/56037
Nino Fijačko, Ruth Masterson Creber, Špela Metličar, Mateja Strnad, R. Greif, Gregor Štiglic, Pavlo O. Skok
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引用次数: 0

摘要

背景 经过专业培训后,成人基本生命支持(BLS)知识和技能的保持率会随着时间的推移而下降。为了解决这一问题,欧洲复苏委员会和美国心脏协会建议缩短基础生命支持课程的时间,增加课程次数。强调技术强化学习(如移动学习)旨在提高院外心脏骤停(OHCA)的存活率,这在护理教育中越来越不可或缺。目的 本研究旨在探讨在家玩一款名为 MOBICPR 的严肃智能手机游戏是否能提高并保持护理专业学生在成人 BLS 方面的理论知识和实践技能。方法 本研究采用随机候补对照设计。MOBICPR游戏的目的是让参与者使用智能手机的手势(如点击)和动作(如说话),对一名患有心脏骤停的虚拟患者实施循证成人 BLS。通过问卷调查评估参与者对成人 BLS 的理论知识,同时使用人体模型和核对表评估他们的心肺复苏质量参数的实践技能。结果 共有 43 名护理专业学生参加了研究,其中 22 人(51%)参加了 MOBICPR-IG,21 人(49%)参加了 WL-CG。在家进行 MOBICPR 游戏后,MOBICPR-IG 和 WL-CG 在理论知识方面存在差异(P=.04),但在实践技能方面没有差异(P=.45)。在停止玩 MOBICPR 游戏两周后,参与者对成人 BLS 理论知识和实践技能的保持率没有差异(P=.13)。主要观察结果包括在使用脸朝下的人体模型进行反应检查时遇到的挑战,以及在使用自动体外除颤器时普遍忽视了安全规程。结论 在家中玩 MOBICPR 游戏对提高护生的成人 BLS 理论知识影响最大,但对提高他们的实践技能影响不大。我们的研究结果强调了在成人 BLS 培训中融入多样化情景的重要性。试验注册 ClinicalTrials.gov (NCT05784675); https://clinicaltrials.gov/study/NCT05784675
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial
Background Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time. To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education. Objective The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students’ theoretical knowledge of and practical skills in adult BLS. Methods This study used a randomized wait list–controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants’ theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist. Results In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants’ theoretical knowledge and practical skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator. Conclusions Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training. Trial Registration ClinicalTrials.gov (NCT05784675); https://clinicaltrials.gov/study/NCT05784675
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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