1 Department of Nursing, Tan Tock Seng Hospital, Singapore, Singapore.
2 Centre for Learning Environment and Assessment Development, Singapore Institute of Technology, Singapore, Singapore.
Games Health J. 2019 Jun;8(3):187-194. doi: 10.1089/g4h.2018.0073. Epub 2019 Jan 16.
To describe the development and evaluation of a nurse-patient interactive serious game in improving nurses' self-efficacy and performances in teaching the correct inhaler technique. : The technology, pedagogy, and content knowledge (TPACK) framework was applied to guide the development of the serious game. The learning effectiveness of the serious game was evaluated through a randomized controlled trial that involved 46 registered nurses. Participants in the experimental group were asked to teach the inhaler technique to a standardized patient using the serious game as a teaching tool, whereas participants in the control group were asked to provide their own usual teaching to a standardized patient without the serious game. The performances of both groups were assessed based on their feedback to a standardized patient who made several errors while demonstrating the inhaler technique. Self-efficacy levels of teaching the inhaler technique were examined before and after the intervention. A significantly higher number of participants from the experimental group obtained perfect performance scores than those in the control group (65.21% vs. 21.74%, 15.18, < 0.01). The posttest self-efficacy mean scores for the experimental group improved significantly ( < 0.001) after the intervention, and significantly higher ( < 0.05) compared to the posttest mean scores of the control group. The study provided evidence on the effectiveness of a serious game in improving the self-efficacy and immediate postintervention performances of nurses teaching the inhaler technique. This game provides a practical and accessible learning tool to help nurses ensure effective patient education.
描述一款护士-患者互动式严肃游戏的开发和评估,该游戏旨在提高护士在教授正确吸入器技术方面的自我效能感和表现。该严肃游戏的开发应用了技术、教学法和内容知识(TPACK)框架。通过一项涉及 46 名注册护士的随机对照试验评估了严肃游戏的学习效果。实验组的参与者被要求使用严肃游戏作为教学工具向标准化患者教授吸入器技术,而对照组的参与者则被要求在没有严肃游戏的情况下向标准化患者提供他们自己的常规教学。根据标准化患者在演示吸入器技术时犯的几个错误,对两组参与者的表现进行评估。在干预前后检查了教授吸入器技术的自我效能感水平。实验组中获得满分的参与者比例明显高于对照组(65.21%比 21.74%,15.18,<0.01)。实验组的后测自我效能感平均分数在干预后显著提高(<0.001),且显著高于对照组的后测平均分数(<0.05)。研究结果为严肃游戏在提高护士教授吸入器技术的自我效能感和即时干预后表现方面的有效性提供了证据。该游戏为护士提供了一种实用且易于获取的学习工具,以帮助他们确保对患者进行有效的教育。