通过游戏化计算机学习探索实用护理技能习得:现象学研究

IF 3.3 3区 医学 Q1 NURSING
Chun-Chih Lin , Chin-Yen Han , Ya-Ling Huang , Han-Chang Ku , Li-Chin Chen
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引用次数: 0

摘要

目的采用描述现象学方法探讨游戏化计算机化学习背景下护理本科学生的学习体验。在大流行后时代,开发创新的计算机化护理教育方法的重要性已经变得明显,特别是在获得临床护理技能方面。然而,只有有限的研究可以指导这一发展。设计本研究采用描述现象学方法探讨本科护生对护理技能游戏化计算机化学习的感知和体验。方法第一作者于2024年4 - 6月对12名参与者进行了个人访谈。这些访谈被录音,逐字记录下来,并使用Colaizzi的七步法进行分析。研究的严谨性根据Guba和Lincoln的可信度、可转移性、可靠性和可确认性标准进行评估。结果将学习支持、思维可视化学习、目标导向学习和学习成果四个子主题综合为协同学习方法制定教与学计划的中心主题。协同学习方法强调了强大的支持结构的重要性,以指导学习者完成学习,并确保获得必要的资源和反馈。结论游戏化计算机化学习虽然不能完全取代实践经验,但为护理技能的发展提供了有效的途径。特别是,它提供了一个简单,易于访问和愉快的工具来回顾理论护理知识和技能,允许学习者在不危及患者安全的情况下进行试错实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring practical nursing skills acquisition through gamified computerized learning: A phenomenological study

Aim

This study employed a descriptive phenomenological approach to explore the experiences of undergraduate nursing students in the context of gamified computerized learning.

Background

In the post-pandemic era, the importance of developing innovative computerized approaches to nursing education has become apparent, particularly in relation to the acquisition of clinical care skills. However, only limited research is available to guide this development.

Design

The study employed a descriptive phenomenological approach to explore undergraduate nursing students’ perceptions and experiences with gamified computerized learning of care skills.

Methods

The first author conducted individual interviews with 12 participants between April and June 2024. These interviews were audio-recorded, transcribed verbatim, and analyzed using Colaizzi's seven-step method. The study's rigor was evaluated according to Guba and Lincoln's criteria of credibility, transferability, dependability, and confirmability.

Results

Four sub-themes—learning support, visualizing learning in the mind, goal-oriented learning, and learning outcomes—were synthesized into the central theme of a Synergistic Learning Approach to the development of a teaching-learning plan. The Synergistic Learning Approach highlights the importance of robust support structures to guide learners through learning and ensure access to necessary resources and feedback.

Conclusion

The findings indicated that gamified computerized learning provided an effective approach to the development of care skills, although it cannot fully replace hands-on experience. In particular, it offers a simple, accessible, and enjoyable tool for reviewing theoretical care knowledge and skills, allowing learners to engage in trial-and-error practice without risk to patient safety.
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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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