The Serious Game and Integrated Simulator for Cardiopulmonary Resuscitation Training in Nursing Students

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH SIMULATION & GAMING Pub Date : 2022-02-28 DOI:10.1177/10468781211073162
Ayla Demirtaş, T. Basak, Gul Sahin, Murat Sonkaya
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引用次数: 3

Abstract

Background Nurses are often the first health professional who identify cardiopulmonary arrests in hospital settings; therefore, they require proficient cardiopulmonary resuscitation skills. Aim The purpose of this study was to evaluate game-based cardiopulmonary resuscitation training for first-year nursing students in terms of students’ knowledge levels, performance, satisfaction, and confidence. Methods This study was conducted following a quasi-experimental design. A total of 104 students were randomly assigned to two study groups. A Serious Game & Integrated Real-Time Audiovisual Feedback Simulator was utilized in the cardiopulmonary resuscitation training of the intervention group. For the control group, only a real-time audiovisual feedback simulator was used. Results There was an increase of approximately 30 points between the pre-test and post-test scores for knowledge in both groups. In regard to performance scores, there were no statistically significant differences between the groups in regard to overall scores, compression depth, and compression frequency were similar at post-test and re-test (p>0.05). The difference between groups was not statistically significant for satisfaction and self-confidence statistically (p>0.05). Conclusion The integration of a serious game into a real-time audiovisual feedback simulator does not provide significant advantages over the use of only a real-time audiovisual feedback simulator in terms of cardiopulmonary resuscitation knowledge and performance.
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护生心肺复苏训练的严肃游戏与综合模拟机
在医院环境中,护士通常是第一个发现心肺骤停的卫生专业人员;因此,他们需要熟练的心肺复苏技能。目的本研究旨在评估基于游戏的护理一年级学生心肺复苏训练对学生知识水平、表现、满意度和信心的影响。方法采用准实验设计。共有104名学生被随机分为两个学习小组。干预组心肺复苏训练采用严肃游戏综合实时视听反馈模拟器。对于对照组,仅使用实时视听反馈模拟器。结果两组学生的知识测试前和测试后得分均提高了约30分。成绩评分方面,两组间总分、压缩深度、压缩频率后测和重测差异无统计学意义(p < 0.05)。满意度、自信心组间差异无统计学意义(p < 0.05)。结论将严肃游戏整合到实时视听反馈模拟器中,在心肺复苏知识和性能方面并不比仅使用实时视听反馈模拟器有明显优势。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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