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使用“棋盘游戏”提高重症监护病房护士体外膜肺氧合护理的效果。

Using "board games" to improve the effectiveness of extracorporeal membrane oxygenation care for nurses in intensive care unit.

机构信息

Department of Nursing, Mackay Memorial Hospital, 3F., No. 9, Aly. 12, Ln. 3, Minquan Rd., Tamsui Dist., New Taipei City 251033, Taiwan, ROC.

School of Nursing, Cedarville University, 251 N. Main St., Cedarville, OH 45314, USA.

出版信息

Nurse Educ Pract. 2024 Feb;75:103895. doi: 10.1016/j.nepr.2024.103895. Epub 2024 Jan 14.

Abstract

AIM

The purpose of this study was to evaluate the effectiveness of ECMO care board games facilitated teaching approach (ECMO care board games) in enhancing ECMO care knowledge, clinical reasoning and learning engagement among intensive care unit (ICU) nurses.

BACKGROUND

ECMO is a highly complex, relatively low-incidence, high-risk clinical life support device system used in the intensive care unit (ICU). Its usage has increased nearly tenfold over the past 30 years. Traditionally, ECMO education has been delivered through classroom teaching, which has demonstrated limited effectiveness in promoting nurses' learning engagement, clinical reasoning competency and confidence. The literature suggests that well-designed board games can enhance learning engagement, stimulate higher-level thinking and improve the effectiveness and confidence of nurses' learning.

DESIGN

A quasi-experimental study two-group repeated measure design.

METHODS

A purposive sample of 73 ICU nurses from two campuses of one medical center was recruited (37 in the experimental group and 36 in the control group). The experimental group received ECMO care training through ECMO care board games facilitated teaching approach, whereas the control group completed the training through a traditional teaching approach. Instruments used for data collection include a demographic information sheet, ECMO Care Knowledge Scale, Clinical Reasoning Scale (Huang et al., 2023) and Learning Engagement Scale (Ciou , 2020). Both groups completed a pre-test before the training, a post-test one week after the training and a second post-test three weeks after the training.

RESULTS

Prior to the intervention, there were no significant differences between the two groups in ECMO care knowledge and learning engagement. However, there was a significant difference in clinical reasoning. One week after the intervention, the experimental group demonstrated significantly higher scores in ECMO care knowledge, clinical reasoning and learning engagement than the control group (p <0.01). Three weeks after the intervention, the experimental group showed significantly higher scores in ECMO care knowledge, clinical reasoning and learning engagement (p <0.001).

CONCLUSIONS

The content for ECMO care is complex and difficult. Board games can enhance ECMO care knowledge, clinical reasoning and learning engagement. This teaching strategy may be applied to learning challenging subjects in the future to improve learning effectiveness. The clinical reasoning framework is conducive to guiding nurses' learning. In future continuing education, board games designed based on the clinical reasoning framework and tailored to the focus of in-service education can effectively enhance nurses' learning effectiveness.

摘要

目的

本研究旨在评估 ECMO 护理棋盘游戏辅助教学方法(ECMO 护理棋盘游戏)在提高重症监护病房(ICU)护士 ECMO 护理知识、临床推理和学习参与度方面的有效性。

背景

ECMO 是一种高度复杂、相对低发生率、高风险的临床生命支持设备系统,用于重症监护病房(ICU)。在过去的 30 年中,其使用量增加了近十倍。传统上,ECMO 教育通过课堂教学进行,但在促进护士学习参与度、临床推理能力和信心方面效果有限。文献表明,精心设计的棋盘游戏可以提高学习参与度、激发更高层次的思维,并提高护士学习的效果和信心。

设计

一项准实验研究,两组重复测量设计。

方法

从一家医疗中心的两个校区招募了 73 名 ICU 护士作为研究对象(实验组 37 名,对照组 36 名)。实验组通过 ECMO 护理棋盘游戏辅助教学方法接受 ECMO 护理培训,而对照组则通过传统教学方法完成培训。用于数据收集的工具包括人口统计学信息表、ECMO 护理知识量表、临床推理量表(Huang 等人,2023)和学习参与量表(Ciou,2020)。两组在培训前完成一次预测试,培训后一周进行一次后测试,培训后三周进行第二次后测试。

结果

干预前,两组在 ECMO 护理知识和学习参与度方面没有显著差异。然而,临床推理方面存在显著差异。干预一周后,实验组在 ECMO 护理知识、临床推理和学习参与度方面的得分显著高于对照组(p<0.01)。干预三周后,实验组在 ECMO 护理知识、临床推理和学习参与度方面的得分显著高于对照组(p<0.001)。

结论

ECMO 护理内容复杂且困难。棋盘游戏可以提高 ECMO 护理知识、临床推理和学习参与度。这种教学策略可能适用于未来学习挑战性科目,以提高学习效果。临床推理框架有利于指导护士学习。在未来的继续教育中,基于临床推理框架设计并针对在职教育重点的棋盘游戏可以有效提高护士的学习效果。

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