数字游戏对护理学生皮下注射技能学习满意度和自信心的影响:一项随机对照试验

IF 3.3 3区 医学 Q1 NURSING
Burcu Demi̇rcan , Hatice Kaya
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引用次数: 0

摘要

目的探讨数字游戏对护生皮下注射技能教学中知识、技能、满意度和自信心的影响。技术领域的快速变化也反映在护理教育中,数字教学技术在护理基础技能教学中开始发挥重要作用。设计试验前、试验后随机对照试验。方法研究于2023年2月至2023年7月在伊斯坦布尔一所大学的护理基础课程的学生中进行。共有72名护生被随机分配到数字游戏组(n = 36)和对照组(n = 36)。采用《学生信息表》、《皮下注射知识测验》、《皮下注射肝素技能检查表》和《学生学习满意度与自信心量表》收集研究数据。结果数字游戏组在技能、满意度和自信心方面均有较高水平(p <; 0.05)。数字游戏组与对照组的知识得分差异无统计学意义(p >; 0.05);然而,数字游戏组的后测知识得分增加了(p <; 0.001)。事后分析表明,知识的权能为0.76,技能的权能为0.99,满意和自信的权能为0.82。结论应用数字游戏进行皮下注射等关键技能的教学,可以提高传统教学的有效性。在资源有限的情况下,数字游戏可以提供独立于时间和空间的学习机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effect of using digital games on learning satisfaction and self-confidence in providing nursing students with subcutaneous injection skills: A randomized controlled trial

Aim

This study was conducted to examine the effect of using digital games on knowledge, skills, satisfaction and self-confidence in teaching nursing students the skill of subcutaneous injection.

Background

Rapid changes in the technological field have also been reflected in nursing education and digital teaching technologies have begun to gain importance in the teaching of fundamental nursing skills.

Design

A pre-test post-test randomized controlled trial.

Method

The study was conducted between February 2023 and July 2023 with students enrolled in the Fundamentals of Nursing course at a university in Istanbul. A total of 72 nursing students were randomly assigned to the digital game group (n = 36) and the control group (n = 36). The research data were collected using the Student Information Form, Subcutaneous Injection Knowledge Test, Subcutaneous Heparin Injection Skill Checklist and The Student Satisfaction and Self-Confidence in Learning Scale.

Results

The digital game group had higher levels of skills, satisfaction and self-confidence (p < 0.05). There was no significant difference in knowledge scores between the digital game group and the control group (p > 0.05); however, the posttest knowledge scores of the digital game group increased (p < 0.001). Post-hoc analysis showed that knowledge had a power of 0.76, skills had a power of 0.99 and satisfaction and self-confidence had a power of 0.82.

Conclusions

It was observed that the use of digital games in teaching a critical skill such as subcutaneous injection can improve the effectiveness of traditional education. Digital games can offer time and space independent learning opportunities when resources are limited.
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来源期刊
CiteScore
5.40
自引率
9.40%
发文量
180
审稿时长
51 days
期刊介绍: Nurse Education in Practice enables lecturers and practitioners to both share and disseminate evidence that demonstrates the actual practice of education as it is experienced in the realities of their respective work environments. It is supportive of new authors and will be at the forefront in publishing individual and collaborative papers that demonstrate the link between education and practice.
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