Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-11-26 DOI:10.2196/52644
Erica Busca, Silvia Caristia, Sara Palmira Bidone, Alessia Bolamperti, Sara Campagna, Arianna Cattaneo, Rosaria Lea, Doriana Montani, Antonio Scalogna, Erika Bassi, Alberto Dal Molin
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Abstract

Background: The use of serious games (SGs) in nursing education is increasing, with the COVID-19 pandemic significantly accelerating their development. A key feature of SGs is their flexibility, allowing students to train at any place and time as needed. Recently, there has been a shift from developing disease-specific SGs to games focused on broader health issues. However, there has been a lack of proposals to enhance nursing interventions in home and frail care settings. The REACtion project developed a SG to improve students' understanding and clinical reasoning in caring for home-dwelling older adults.

Objective: This study aims to describe the development of "REACtion Game" (RG) and explore its validity as an educational tool. A multidisciplinary team created a SG that simulates the assessment process of older adults in home settings by nurses. It features web-based scenarios, clickable objects, and a menu with tools, and medical records to enhance nursing students' knowledge and clinical reasoning skills.

Methods: A prospective, observational study was conducted using the Dutch Society for Simulation in Healthcare's framework to validate the game. Further, 5 experts in home health care nursing evaluated content validity, while 30 students assessed construct validity, face validity, concurrent validity (by comparing game scores with those from the Nursing Clinical Reasoning Scale), game quality, and usability. Data were collected through self-administered web-based questionnaires and the debriefings of each match played. The students were enrolled in 2 postgraduate nursing programs: a master of science in nursing degree and a first-level continuing education in family and community nursing.

Results: Experts rated the content validity highly after revisions (universal agreement calculation method of scale-level content validity index=0.97). The sample consisted of 30 students, predominantly women (n=20, 67%) and aged younger than 45 years (n=23, 77%) with no prior experience in SG. Almost all students had a positive impression of RG as an attractive and useful method for learning new knowledge. Participants found the cases, scenarios, and dialogues realistic (face validity) and of high quality, though usability aspects such as instructions clarity and intelligibility of game progression were less favored. Construct validity showed general agreement on the game's educational value, with family and community nursing students reporting more consistent alignment with educational goals. Overall, RG scores correlated positively with time spent playing but showed limited correlation with Nursing Clinical Reasoning Scale scores.

Conclusions: This study developed and validated a nursing education game, especially valuable as simulation is underused in some curricula. Created during the pandemic, it offered a digital learning environment. Although the game shows potential, further testing is needed for usability, concurrent validity, and functional improvements. Future research should involve larger samples to fully validate the game and assess its impact on academic achievement.

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用于居家老年人护理评估的严肃游戏:开发与验证研究。
背景:严肃游戏(SGs)在护理教育中的应用日益增多,COVID-19 大流行更是大大加速了严肃游戏的发展。严肃游戏的一个主要特点是其灵活性,允许学生根据需要在任何地点和时间进行培训。最近,已从开发针对特定疾病的小组游戏转向关注更广泛的健康问题。然而,目前还缺乏在家庭和虚弱护理环境中加强护理干预的建议。REACtion 项目开发了一种 SG,以提高学生对居家老年人护理的理解和临床推理能力:本研究旨在描述 "REACtion 游戏"(RG)的开发过程,并探讨其作为教育工具的有效性。一个多学科团队制作了一个 SG,模拟护士在家庭环境中对老年人进行评估的过程。其特点包括基于网络的情景、可点击的对象、带有工具的菜单以及医疗记录,以增强护理专业学生的知识和临床推理能力:方法:采用荷兰医疗保健模拟协会的框架进行了一项前瞻性观察研究,以验证该游戏的有效性。此外,5 位家庭医疗护理专家对游戏内容的有效性进行了评估,30 位学生对游戏的结构有效性、表面有效性、并发有效性(通过比较游戏得分与护理临床推理量表得分)、游戏质量和可用性进行了评估。数据通过自填式网络问卷和每场比赛的汇报收集。这些学生就读于两个护理研究生课程:护理学硕士学位和家庭与社区护理一级继续教育:结果:修订后的内容效度得到了专家的高度评价(量表级内容效度指数的普遍一致性计算方法=0.97)。样本由 30 名学生组成,以女性为主(20 人,占 67%),年龄小于 45 岁(23 人,占 77%),之前没有任何 SG 经验。几乎所有学生都对 RG 留下了积极的印象,认为它是一种有吸引力且有用的学习新知识的方法。参与者认为案例、情景和对话逼真(表面效度)且质量高,但在可用性方面,如指令的清晰度和游戏进程的可理解性则不太被看好。结构效度表明,人们普遍认同游戏的教育价值,家庭和社区护理专业的学生认为游戏与教育目标的一致性更高。总体而言,RG 分数与游戏时间呈正相关,但与护理临床推理量表分数的相关性有限:本研究开发并验证了一种护理教育游戏,由于模拟游戏在某些课程中使用不足,因此这种游戏尤为珍贵。该游戏是在大流行病期间制作的,提供了一个数字化学习环境。虽然该游戏显示出了潜力,但还需要进一步测试其可用性、并发有效性和功能改进。未来的研究应该涉及更多的样本,以充分验证该游戏并评估其对学习成绩的影响。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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