基于网络的虚拟模拟训练护生自杀风险评估的有效性:随机对照调查。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-08-01 DOI:10.2196/69347
Paul Roux, Yujiro Okuya, Cristina Morel, Mariane Soulès, Hugo Bottemanne, Eric Brunet-Gouet, Solène Frileux, Christine Passerieux, Nadia Younes, Jean Claude Martin
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引用次数: 0

摘要

背景:自杀是世界范围内可预防死亡的主要原因。护士在预防自杀方面发挥着关键作用;然而,他们面临着巨大的障碍。改善自杀风险患者的评估和管理需要创新的培训技术,安全有效地提高护理学生的技能,知识和信心。基于虚拟模拟(VS)的培训可能特别有效,因为它允许与患者互动而不会造成伤害的风险。目的:本研究的目的是通过评估其辅助护生学习自杀风险评估的能力,来评估一种具有全自动和情绪反应虚拟患者的新型VS工具的教学效果。VS还包括一个在线小组汇报,由一名护士和一名医学老师共同管理。方法:采用随机对照调查的方法,对线上和线下护理学校的68名护理一年级学生进行调查。他们被分为接受照常教学(TAU)的对照组和接受TAU + vs的干预组。干预纯粹是基于网络的,非盲法的。采用Kirkpatrick培训评估模型,对学生的知识、技能、信心、同理心和满意度进行问卷自评。结果:VS组置信度显著提高(TAU后增加3点VS VS VS增加10.6点,B=7.2;SE 2.5;t111.5 = 2.8;P=.006),对自杀念头的适当反应能力略有提高(TAU后改善1.6分vs vs vs改善6.4分,B=-4.5;SE 2.5;t119.5 = -1.8;P=.08)。然而,在知识获取或共情的一般水平上没有显著差异。对虚拟病人的满意度很高,特别是关于虚拟病人的真实性。当情绪韵律包含在面部情绪中时,真实性被认为更大。结论:VS的使用在提高护生发现自杀风险的信心和辅导自杀危机个体的技能方面显示出良好的效果,建议将其纳入日常教学方法。需要进一步的研究来探索其对学生的长期益处及其对患者预后的影响。
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 a Web-Based Virtual Simulation to Train Nursing Students in Suicide Risk Assessment: Randomized Controlled Investigation.

Background: Suicide is a leading cause of preventable death worldwide. Nurses play a critical role in suicide prevention; yet, they face significant obstacles. Improving the evaluation and management of patients at risk of suicide requires innovative training techniques that safely and effectively enhance nursing students' skills, knowledge, and confidence. Virtual simulation (VS) based training can be particularly effective because it allows interaction with patients without the risk of causing harm.

Objective: The purpose of this study was to evaluate the pedagogical effectiveness of a novel VS tool featuring a fully automated and emotionally reactive virtual patient by assessing its ability to assist nursing students in learning suicide risk assessment. VS also included an online group debriefing, co-run by a nurse and a medical teacher.

Methods: A randomized controlled investigation was conducted with 68 first-year nursing students recruited from nursing schools offline and online. They were divided into a control group receiving teaching as usual (TAU) and an intervention group receiving TAU plus VS. The intervention was purely web-based and unblinded. Outcomes were self-assessed through questionnaires using Kirkpatrick Training Evaluation Model, which focuses on knowledge, skills, confidence, empathy, and satisfaction among students.

Results: The VS group exhibited significantly higher confidence (3 points of increase after TAU vs 10.6 points of increase after VS, B=7.2; SE 2.5; t111.5=2.8; P=.006) and a marginally enhanced ability to respond appropriately to suicidal thoughts (1.6 points of improvement after TAU vs 6.4 points of improvement after VS, B=-4.5; SE 2.5; t119.5=-1.8; P=.08) compared with the control group. However, there were no significant differences in knowledge acquisition or the general level of empathy. Satisfaction with VS was high, particularly regarding the authenticity of the virtual patient. Authenticity was perceived as greater when emotional prosody was included with facial emotions.

Conclusions: The use of VS demonstrated promising results in enhancing nursing students' confidence in detecting suicide risk and their skills in counseling individuals experiencing a suicide crisis, suggesting its incorporation into routine teaching methods. Further research is needed to explore its long-term benefits for students and its impact on patient outcomes.

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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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