Game2FamilyNursing: Study of a digital game to promote knowledge about family nursing

IF 0.7 Q4 NURSING Nursing Practice Today Pub Date : 2022-08-09 DOI:10.18502/npt.v9i3.10222
C. Fernandes, Maria Joana Campos, M. Angelo, Maia Manuela Martins
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Abstract

Background & Aim: The practice of family-centered nursing care brings positive benefits to health care. This article aims to describe the perception and usability of a game to promote knowledge about family assessment and intervention. Methods & Materials: A descriptive, cross-sectional study was conducted involving 102 nurses and nursing degree students in the second half of 2021. The evaluation was performed using the game usability instrument (System Usability Scale, SUS), the Intrinsic Motivation Inventory, and open questions about the game's advantages and disadvantages. Results: The average score obtained by applying the SUS was high, with a mean of 81.37. In addition, high mean values were observed in all dimensions of the Intrinsic Motivation Inventory. Concerning the game’s advantages and disadvantages, 198 codes were grouped into seven categories and 30 subcategories, highlighting more advantages than disadvantages. Conclusion: Overall, participants evaluated the game positively. Our findings suggest that using "Game2FamilyNursing" could be helpful and contribute as an educational tool in family nursing training.
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Game2FamilyNursing:研究一款促进家庭护理知识的数字游戏
背景与目的:以家庭为中心的护理实践为医疗保健带来了积极的效益。本文旨在描述游戏的感知和可用性,以促进有关家庭评估和干预的知识。方法与材料:2021年下半年,对102名护士和护理学位学生进行了一项描述性的横断面研究。使用游戏可用性工具(系统可用性量表,SUS)、内在动机清单和关于游戏优势和劣势的开放式问题进行评估。结果:应用SUS获得的平均得分较高,平均为81.37。此外,在内在动机量表的所有维度上都观察到高平均值。关于游戏的优势和劣势,198个代码被分为7个类别和30个子类别,突出了更多的优势而非劣势。结论:总体而言,参与者对游戏的评价是积极的。我们的研究结果表明,使用“Game2FamilyNursing”作为家庭护理培训的教育工具可能会有所帮助。
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来源期刊
Nursing Practice Today
Nursing Practice Today Nursing-Nursing (all)
CiteScore
1.80
自引率
0.00%
发文量
20
审稿时长
12 weeks
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