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游戏化对继续医学教育中护士的用药知识、表现及满意度的影响:一项准实验研究。

The effect of gamification on the medication knowledge, performance and satisfaction of nurses in continued medical education: A quasi-experimental study.

作者信息

Ghafouri Raziyeh, Namaghi Shiva Ghasemniaye, Khoshgoui Banafshe

机构信息

Department of Medical Surgical Nursing, School of Nursing & Midwifery, Taleghani Hospital Research Development Committee, Shahid Beheshti University of Medical Sciences, Tehran, Iran.

Ayatollah Taleghani Hospital, Shahid Beheshti University of Medical Sciences, Tehran, Iran.

出版信息

PLoS One. 2025 Sep 4;20(9):e0331372. doi: 10.1371/journal.pone.0331372. eCollection 2025.

Abstract

BACKGROUND AND OBJECTIVE

One of the primary challenges within the health system is improving nurses' motivation and attitude toward participation in the continuous education program. This study was conducted aim to investigate the effect of gamification on medication knowledge, performance and satisfaction of nurses in continued medical education (CME).

METHODOLOGY

The study was conducted as a quasi-experimental design from November 1, 2022, to February 1, 2024. Participants were 128 nurses with a minimum of 6 months of work experience who were randomly assigned to two groups, intervention and control groups via a colored card. Baseline assessments of medication knowledge and drug administration practices were conducted one week prior to the intervention. Education in both groups consisted of five 2-hour sessions. In the control group, education was delivered using the lecture method, while in the intervention group, the competitive software (Kahoot!) was used. One week after the completion of the training sessions, participants' knowledge, drug administration skills, and satisfaction were evaluated.

RESULTS

The participants' average (standard deviation) age was 30.34 (5.34), with 49 male (38.35%) and 79 female (61.7%). Wilcoxon signed-rank test results demonstrated statistically significant difference in the knowledge and performance within both groups (p < 0.001). Mann-U-Whitney test findings revealed a significant difference between the two groups of participants in performance and satisfaction with the educational approach education (p < 0.001).

CONCLUSION

The gamification method enhanced nurses' satisfaction and medication performance. Using Kahoot as a game-based competitive application has been shown to enhance nurses' knowledge of pharmacology as well as increase participants' satisfaction with educational programs. Therefore, it is recommended that nursing educators and administrators integrate gamified approaches and strategies-such as Kahoot!-to enrich learning experiences and motivate participation in ongoing professional development.

摘要

背景与目的

卫生系统面临的主要挑战之一是提高护士参与继续教育项目的积极性和态度。本研究旨在调查游戏化对护士在继续医学教育(CME)中的药物知识、表现和满意度的影响。

方法

本研究采用准实验设计,时间从2022年11月1日至2024年2月1日。参与者为128名至少有6个月工作经验的护士,通过抽彩色卡片的方式将他们随机分为两组,即干预组和对照组。在干预前一周对药物知识和给药实践进行基线评估。两组的教育均包括五个2小时的课程。对照组采用讲座法进行教育,而干预组使用竞争性软件(Kahoot!)。培训课程结束一周后,对参与者的知识、给药技能和满意度进行评估。

结果

参与者的平均(标准差)年龄为30.34(5.34)岁,其中男性49名(38.35%),女性79名(61.7%)。Wilcoxon符号秩检验结果显示两组内知识和表现存在统计学显著差异(p < 0.001)。Mann-U-Whitney检验结果表明两组参与者在表现和对教育方法的满意度方面存在显著差异(p < 0.001)。

结论

游戏化方法提高了护士的满意度和用药表现。使用Kahoot作为基于游戏的竞争性应用程序已被证明可以提高护士的药理学知识,并增加参与者对教育项目的满意度。因此,建议护理教育工作者和管理人员整合游戏化方法和策略,如Kahoot!,以丰富学习体验并激励参与持续的专业发展。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5b15/12410705/8db87106c38b/pone.0331372.g001.jpg

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