Koivisto Jaana-Maija, Buure Tuija, Engblom Janne, Rosqvist Kristiina, Haavisto Elina
Faculty of Medicine, University of Helsinki, PO BOX 20, Tukholmankatu 8B, 00014, Helsinki, Finland.
Metropolia University of Applied Sciences, Myllypurontie 1, 00920 Helsinki PL 4000, 00079 Metropolia, Helsinki, Finland.
BMC Nurs. 2024 Jan 2;23(1):16. doi: 10.1186/s12912-023-01668-0.
Simulation games are effective for acquiring surgical nursing knowledge during education by offering possibilities to learn theoretical knowledge through practical patient scenarios, thus preparing students for demanding surgical nursing care. Game metrics stored in the game system enable assessment of students' behaviour while gameplaying. Combining game metrics with the assessment of a student's surgical nursing knowledge allows versatile information to be obtained about the student's learning outcomes. However, studies on game metrics stored in systems and their relationship with learning outcomes are scarce.
The aim here was to evaluate the association between game metrics in a simulation game and nursing students' surgical nursing knowledge. Nursing students from three universities of applied sciences in Finland participated in a one-week simulation gameplaying intervention that included five surgical nursing scenarios. Students' surgical nursing knowledge was investigated with a quasi-experimental, one-group, pre- and post-test design using a surgical nursing knowledge test. In total, 280 students filled in the knowledge tests. In addition, cross-sectional game data were collected at a single time point between pre- and post-tests. The data were analysed with descriptive statistics and multivariate analysis methods.
Students' surgical nursing knowledge improved with the intervention. The total number of playthroughs was 3562. The mean maximum score was 126.2 (maximum score range 76-195). The mean playing time of all playthroughs by all players was 4.3 minutes (SD = 81.61). A statistically significant association was found between mean score and knowledge test total score (p < 0.0072), but no significant association emerged between mean playing time and knowledge test total score.
The results indicated that the higher the mean score the better the students' surgical nursing knowledge in the knowledge test. This study did not show that the time spent playing had an impact on students' post-playing knowledge. Our findings support the idea that game metrics can be used in performance evaluation and the results can be used to improve nursing students' readiness for challenging preoperative and postoperative clinical situations.
模拟游戏通过提供通过实际患者场景学习理论知识的可能性,在教育过程中对于获取外科护理知识是有效的,从而使学生为要求苛刻的外科护理做好准备。存储在游戏系统中的游戏指标能够在游戏过程中评估学生的行为。将游戏指标与学生的外科护理知识评估相结合,可以获得关于学生学习成果的多方面信息。然而,关于系统中存储的游戏指标及其与学习成果的关系的研究很少。
本研究的目的是评估模拟游戏中的游戏指标与护理专业学生的外科护理知识之间的关联。来自芬兰三所应用科学大学的护理专业学生参加了为期一周的模拟游戏干预,其中包括五个外科护理场景。采用准实验、单组、前后测设计,使用外科护理知识测试来调查学生的外科护理知识。共有280名学生填写了知识测试。此外,在前后测之间的单个时间点收集横断面游戏数据。数据采用描述性统计和多变量分析方法进行分析。
通过干预,学生的外科护理知识得到了提高。游戏通关总数为3562次。平均最高分是126.2(最高分范围为76 - 195)。所有玩家所有游戏通关的平均游戏时间为4.3分钟(标准差 = 81.61)。发现平均分与知识测试总分之间存在统计学上的显著关联(p < 0.0072),但平均游戏时间与知识测试总分之间未出现显著关联。
结果表明,在知识测试中,平均分越高,学生的外科护理知识越好。本研究并未表明游戏时间对学生游戏后的知识有影响。我们的研究结果支持这样一种观点,即游戏指标可用于绩效评估,其结果可用于提高护理专业学生应对具有挑战性的术前和术后临床情况的准备程度。