Comparative Effectiveness of Developed Serious Game Versus Standardized Patients' Simulation in Nursing Education.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-02 DOI:10.1089/g4h.2024.0037
Afra Calik, Sevgisun Kapucu
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Abstract

Background: Serious games provide a realistic environment in nursing education, a stimulating and experiential learning environment for developing skills necessary for learning, recognizing, analyzing, selecting, and applying information. Methods: This study aims to determine the impact of serious games and standard patient practices developed for nursing education on students' knowledge levels, satisfaction, self-confidence, critical thinking, and problem-solving skills. A serious game was designed using the educational principles of the diabetes course and developed using the 3D interactive content creation platform UNITY. One group played the game online, whereas another had a face-to-face experience. Both groups completed forms before, after, and 4 weeks later via Google Forms. Results: Quantitative analysis showed significant improvements in knowledge and increases in student satisfaction and confidence in learning in both the serious game and standardized patient groups. The groups had no significant differences in problem-solving and critical-thinking abilities (P > 0.005). Conclusion: Developing advanced clinical proficiencies in nursing students requires an engaging and reliable educational environment. Using serious games and standardized patient simulations in nursing instruction highlights the need for diverse digital teaching tools. Therefore, it is essential to support the professional development of nursing educators in these innovative modalities.

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开发的严肃游戏与标准化病人模拟在护理教育中的效果比较。
背景:严肃游戏为护理教育提供了一个逼真的环境,一个激励性和体验性的学习环境,以培养学习、识别、分析、选择和应用信息的必要技能。研究方法本研究旨在确定为护理教育开发的严肃游戏和标准患者实践对学生知识水平、满意度、自信心、批判性思维和解决问题能力的影响。根据糖尿病课程的教育原则设计了一款严肃游戏,并使用三维互动内容创建平台 UNITY 进行了开发。一组人在线玩游戏,另一组人进行面对面体验。两个小组分别在游戏前、游戏后和 4 周后通过谷歌表格填写表格。结果显示定量分析显示,严肃游戏组和标准化病人组的学生在知识方面都有明显提高,学习满意度和自信心也有所增强。两组在解决问题和批判性思维能力方面没有明显差异(P > 0.005)。结论培养护理专业学生的高级临床能力需要一个吸引人的、可靠的教育环境。在护理教学中使用严肃游戏和标准化病人模拟突出了对多样化数字教学工具的需求。因此,支持护理教育者在这些创新模式方面的专业发展至关重要。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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