Department of Nursing, Tungs' Taichung MetroHarbor Hospital, Taichung, Taiwan R.O.C.
Department of Nursing, College of Health, National Taichung University of Science and Technology, Taichung, Taiwan R.O.C..
BMC Med Educ. 2023 May 22;23(1):359. doi: 10.1186/s12909-023-04332-y.
Cardiopulmonary resuscitation (CPR) training is generally led by instructors in a classroom; thus, conventional teaching materials used in CPR training are often constrained by spatiotemporal factors, limiting learners' interest and sense of achievement in learning and preventing them from effectively applying what they learn in practice. For greater effectiveness and more flexible application, clinical nursing education has increasingly emphasized contextualization, individualization, and interprofessional learning. This study determined the self-assessed emergency care competencies of nurses who received gamified emergency care training and explored the factors associated with those competencies.
Quota sampling of nurses working at a certain regional hospital in central Taiwan was conducted, and a structured questionnaire was administered to the recruited nurses. A total of 194 valid responses were collected. The research tool was a scale measuring the participants' emergency care competencies after they received gamified emergency care training. The data were analyzed using descriptive and inferential statistics and multiple regression.
Of the recruited participants, 50.52% were ≤ 30 years old; 48.45% worked in the internal medicine department; 54.64% graduated from 2-year university technical programs; 54.12% were N2 registered nurses; 35.57% and 21.13% had ≥ 10 and 1-3 years of work experience, respectively; and 48.45% worked in general wards. User need (r = 0.52, p = 0.000), perceived usefulness (r = 0.54, p = 0.000), perceived ease of use (r = 0.51, p = 0.000), and usage attitude (r = 0.41, p = 0.000) were positively correlated with emergency care competencies. Furthermore, the multiple regression analysis revealed that perceived usefulness was the primary factor associated with the participants' emergency care competencies.
The results of this study may serve as a reference for acute care facility authorities in designing advanced nursing competency standards and emergency care training programs for nurses.
心肺复苏术(CPR)培训通常由讲师在课堂上进行;因此,CPR 培训中使用的传统教学材料通常受到时空因素的限制,限制了学习者在学习中的兴趣和成就感,使他们无法有效地将所学应用于实践。为了提高效果和更灵活的应用,临床护理教育越来越强调情境化、个性化和跨专业学习。本研究旨在确定接受游戏化急救培训的护士的自我评估急救能力,并探讨与这些能力相关的因素。
对台湾中部某地区医院的护士进行配额抽样,并对招募的护士进行结构化问卷。共收集了 194 份有效回复。研究工具是一种衡量参与者接受游戏化急救培训后急救能力的量表。使用描述性和推断性统计以及多元回归对数据进行分析。
在招募的参与者中,50.52%的人年龄在 30 岁以下;48.45%在内科工作;54.64%毕业于 2 年制大学技术专业;54.12%为 N2 注册护士;35.57%和 21.13%的人分别有≥10 年和 1-3 年工作经验;48.45%的人在普通病房工作。用户需求(r=0.52,p=0.000)、感知有用性(r=0.54,p=0.000)、感知易用性(r=0.51,p=0.000)和使用态度(r=0.41,p=0.000)与急救能力呈正相关。此外,多元回归分析表明,感知有用性是参与者急救能力的主要相关因素。
本研究结果可为急症护理机构设计高级护理能力标准和护士急救培训计划提供参考。