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游戏化教育干预可提高儿科护士对配制肾上腺素剂量的舒适度和速度。

Gamification educational intervention improves pediatric nurses' comfort and speed drawing up code-dose epinephrine.

机构信息

Penn State Children's Hospital, 500 University Dr., Hershey, PA 17033, United States of America.

Penn State Children's Hospital, 500 University Dr., Hershey, PA 17033, United States of America.

出版信息

J Pediatr Nurs. 2023 Jul-Aug;71:55-59. doi: 10.1016/j.pedn.2023.03.013. Epub 2023 Mar 31.

Abstract

PURPOSE

Drawing up weight-based doses of epinephrine is a vital skill for pediatric nurses; however, non-intensive care unit (ICU) nurses may not routinely perform this skill and may not be as efficient or comfortable doing so during pediatric resuscitations. This study aimed to evaluate the impact of a gamification program on non-ICU pediatric nurses' knowledge and skills regarding epinephrine for pediatric cardiac arrest.

DESIGN AND METHODS

Comfort and time to draw up three doses of epinephrine during out-of-ICU in-hospital pediatric cardiac arrest were measured pre- and post- a gamification-centered educational intervention.

RESULTS

Nursing comfort improved from 2.93 ± 1.90 to 6.68 ± 1.46 out of 10 (mean difference 3.6 +/- 2.1, p < 0.001). Overall time to draw up three doses of epinephrine decreased after the intervention by an average of 27.1 s (p = 0.019). The number of nurses who could complete the task in under 2 min improved from 23% to 59% (p = 0.031).

CONCLUSIONS

At baseline few non-ICU nurses could draw up multiple weight-based doses of epinephrine in under two minutes. A gamification simulation-based educational intervention improved pediatric non-ICU nurses' comfort and speed drawing up epinephrine.

PRACTICE IMPLICATIONS

Wide-spread implementation of gamification-centered educational initiatives could result in faster epinephrine administration and improved mortality rates from in-hospital pediatric cardiac arrest.

摘要

目的

为儿科护士制定基于体重的肾上腺素剂量是一项至关重要的技能;然而,非重症监护病房(ICU)护士可能不会常规执行此技能,并且在儿科复苏期间可能效率较低或不那么熟练。本研究旨在评估游戏化方案对非 ICU 儿科护士在儿科心搏骤停时使用肾上腺素的知识和技能的影响。

设计和方法

在非 ICU 院内儿科心搏骤停期间,在使用游戏化中心教育干预前后,测量了 3 剂肾上腺素的抽取时间和舒适度。

结果

护理舒适度从 2.93 ± 1.90 提高到 10 分制的 6.68 ± 1.46(平均差异 3.6 +/- 2.1,p < 0.001)。干预后,平均 3 剂肾上腺素的抽取时间减少了 27.1 秒(p = 0.019)。在 2 分钟内完成任务的护士人数从 23%增加到 59%(p = 0.031)。

结论

在基线时,很少有非 ICU 护士能够在 2 分钟内抽取多剂基于体重的肾上腺素。基于游戏化模拟的教育干预提高了儿科非 ICU 护士抽取肾上腺素的舒适度和速度。

实践意义

广泛实施以游戏化为中心的教育计划可能会导致肾上腺素的给药速度加快,并提高院内儿科心搏骤停的死亡率。

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