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如何衡量护理中的游戏化体验?游戏化体验量表[GAMEX]的改编与验证。

How to measure gamification experiences in nursing? Adaptation and validation of the Gameful Experience Scale [GAMEX].

机构信息

Department of Nursing, Physiotherapy and Medicine, Faculty of Health Sciences, Research Group of Health Sciences CTS-451, University of Almeria, Sacramento S/N, en La Cañada de San Urbano, CP: 04120, Spain.

Empresa Pública de Emergencias Sanitarias 061, Edificio Antiguo Hospital Virgen del Mar, Ctra. de Ronda, 226, 04009 Almería, Spain.

出版信息

Nurse Educ Today. 2019 Oct;81:34-38. doi: 10.1016/j.nedt.2019.07.005. Epub 2019 Jul 12.

Abstract

BACKGROUND

There has been an increasing amount of research in the last few years on the use of gamification in nursing. However, there is not yet a suitable measuring instrument that fully captures the emotional qualities that arise with the use of gamification.

OBJECTIVES

To culturally adapt and validate the Gameful Experience Scale used among nursing students as well as understand their game experience.

DESIGN

The study was divided into two phases 1) cross-cultural adaptation and 2) validation of the scale and cross-sectional descriptive study.

SETTINGS

Faculty of Health Sciences at the University of Almeria, Spain.

PARTICIPANTS

226 students studying an undergraduate nursing degree.

METHODS

In the first phase, a cross-cultural adaptation was carried out using a forward-back translation, with the collaboration of a panel of experts. In the second phase, the corresponding analyses were performed, to measure the reliability and the validity of the instrument.

RESULTS

The Kaiser-Meyer-Olkin test that measures the appropriateness of the sample had a result of 0.875. Bartlett's sphericity test was significant (X(351) = 3755.142, p < 0.05). A structure of 6 factors was confirmed. The total Chronbach α value was 0.855. In the analysis of the test-retest reliability, a correlation level of 0.89 was obtained (p < 0.05). The participants showed high scores in all the dimensions, except that of absence of negative effects.

CONCLUSIONS

The adapted version of the scale showed good results in regards to reliability and validity, which indicates that it is an effective tool to be used to measure the game experience in nursing students' training.

摘要

背景

在过去的几年中,关于将游戏化应用于护理的研究越来越多。然而,目前还没有一种合适的测量工具能够完全捕捉到使用游戏化所产生的情感质量。

目的

对用于护理专业学生的游戏体验量表进行文化调适和验证,并了解他们的游戏体验。

设计

该研究分为两个阶段:1)跨文化调适,2)量表的验证和横断面描述性研究。

地点

西班牙阿尔梅里亚大学健康科学学院。

参与者

226 名攻读护理学本科学位的学生。

方法

在第一阶段,采用前译后译的方法进行跨文化调适,并与专家小组合作。在第二阶段,进行了相应的分析,以衡量工具的信度和效度。

结果

用于衡量样本适宜性的 Kaiser-Meyer-Olkin 测试结果为 0.875。Bartlett 的球形检验具有统计学意义(X(351) = 3755.142,p < 0.05)。确认了 6 个因素的结构。总 Cronbach α 值为 0.855。在测试-重测信度分析中,获得了 0.89 的相关性水平(p < 0.05)。参与者在除无负面影响维度外的所有维度上的得分均较高。

结论

经调适后的量表在信度和效度方面表现良好,表明它是一种有效工具,可用于衡量护理专业学生培训中的游戏体验。

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