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北爱尔兰本科护理专业学生痴呆症认知游戏评估:一项前后测研究。

Evaluation of a dementia awareness game for undergraduate nursing students in Northern Ireland: a Pre-/Post-Test study.

作者信息

Craig Stephanie, Stark Patrick, Wilson Christine Brown, Carter Gillian, Clarke Sonya, Mitchell Gary

机构信息

School of Nursing and Midwifery, Queen's University Belfast, Belfast, Northern Ireland.

出版信息

BMC Nurs. 2023 May 22;22(1):177. doi: 10.1186/s12912-023-01345-2.

Abstract

INTRODUCTION

Although it is possible to live well with dementia and many individuals with dementia lead active lives with the help of family, friends, and communities, the general impression of dementia is frequently negative. Dementia is a global health issue. Despite this, little research has been done on the effects of innovative dementia education strategies among undergraduate nursing students. The aim of this study was therefore to assess if this serious digital game, originally intended for the public, could increase knowledge about dementia in first-year nursing students.

METHODS

The intervention was a digital serious game called "The Dementia Game", which was available to students throughout February 2021, to a convenience sample of first-year undergraduate nursing students (n = 560) completing a BSc Honours Nursing Degree programme in one university in Northern Ireland. The game was evaluated using a pretest-posttest design. The questionnaire comprised of a 30- item true- false Alzheimer's Disease Knowledge Scale (ADKS), which covers risk factors, assessment and diagnosis, symptoms, course, life impact, caregiving and treatment and management. Data were analysed using paired t-tests and descriptive statistics.

RESULTS

Overall dementia knowledge increased significantly after playing the game. Pre-test to post-test increases were observed across a range of seven categories of dementia knowledge (life impact, risk factors, symptoms, treatment, assessment, caregiving and trajectory), with particularly large increases in knowledge of trajectory and risk factors, as shown using paired t-tests. All pre-test to post-test comparisons were significant at the p < 0.001 level.

CONCLUSIONS

A short serious digital game on dementia improved first-year student's knowledge about dementia. Undergraduate students also expressed that this approach to dementia education was effective in improving their knowledge about the disease.

摘要

引言

尽管患有痴呆症也有可能生活得很好,许多痴呆症患者在家人、朋友和社区的帮助下过着积极的生活,但人们对痴呆症的总体印象往往是负面的。痴呆症是一个全球性的健康问题。尽管如此,针对本科护理专业学生开展的创新性痴呆症教育策略的效果研究却很少。因此,本研究的目的是评估这款原本面向公众的严肃数字游戏是否能增加一年级护理专业学生对痴呆症的了解。

方法

干预措施是一款名为“痴呆症游戏”的数字严肃游戏,在2021年2月期间提供给北爱尔兰一所大学完成护理学荣誉学士学位课程的一年级本科护理专业学生(n = 560)的便利样本。该游戏采用前测-后测设计进行评估。问卷由一个包含30个项目的阿尔茨海默病知识真假量表(ADKS)组成,涵盖风险因素、评估与诊断、症状、病程、生活影响、护理及治疗与管理等方面。数据采用配对t检验和描述性统计进行分析。

结果

玩完游戏后,总体痴呆症知识显著增加。在痴呆症知识的七个类别(生活影响、风险因素、症状、治疗、评估、护理和病程)中,从前测到后测均有增加观察,其中病程和风险因素方面的知识增加尤为显著,配对t检验结果显示如此。所有前测与后测的比较在p < 0.001水平上均具有显著性。

结论

一款关于痴呆症的简短严肃数字游戏提高了一年级学生对痴呆症的了解。本科学生还表示,这种痴呆症教育方法有效地提高了他们对该疾病的认识。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/87fd/10201775/e07b60f3d74a/12912_2023_1345_Fig1_HTML.jpg

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