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Exploring Fantasy Football Involvement and Mental Health through Player Experience, Engagement Levels, Social Comparisons, and Financial Incentives 通过球员体验、参与程度、社交比较和经济激励来探索梦幻足球的参与度与心理健康
Pub Date : 2024-06-13 DOI: 10.1177/10468781241261663
Luke Wilkins, Jamie Churchyard, Ross Dowsett, Gary Britton
Fantasy sports are a rapidly growing complement to the sports industry and recent research has explored the mental health experiences of those who play the game. This study aimed to test the findings from two such studies ( Wilkins et al., 2021 ; Wilkins et al., 2023 ). Questionnaire data measuring depression, anxiety, stress, positive mood, negative mood, problematic behaviour, and functional impairment from 635 fantasy football players were analysed using one-way ANOVAs. Amongst the significant results were the findings that: i) more experienced players reported less anxiety than less experienced players, and ii) players who engaged more with the game, made more social comparisons, and had greater financial involvement generally reported more mental health concerns and more positive mood than other players. Engagement levels play an important role in determining the wellbeing experience of fantasy football participants. These findings also lend support to the ‘Framework of Hypothesised Factors Leading to Predominantly Positive or Negative Experiences in FF’ and should be used by stakeholders within the fantasy sports industry to optimise the game-playing experience of participants.
梦幻体育是对体育产业的一种迅速发展的补充,最近有研究探讨了参加梦幻体育游戏者的心理健康体验。本研究旨在检验两项此类研究的结果(Wilkins 等人,2021 年;Wilkins 等人,2023 年)。研究使用单因素方差分析法分析了 635 名梦幻足球运动员的抑郁、焦虑、压力、积极情绪、消极情绪、问题行为和功能障碍的问卷数据。结果显示:i)经验丰富的球员比经验不足的球员报告的焦虑更少;ii)与其他球员相比,参与游戏程度更高、进行更多社会比较和有更多经济参与的球员一般报告的心理健康问题更多,情绪更积极。参与程度在决定梦幻足球参与者的健康体验方面起着重要作用。这些研究结果也为 "导致梦幻足球积极或消极体验的假设因素框架 "提供了支持,梦幻体育产业的利益相关者应利用这些研究结果优化参与者的游戏体验。
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引用次数: 0
Exploring Game Features and Reframing: the Construction of a Relationship Model 探索游戏特征与重构:构建关系模型
Pub Date : 2024-05-20 DOI: 10.1177/10468781241255173
Lanlan Gao, Rupert Ward, Carlo Fabricatore, Ejaz Ahmed, María Ximena López
Social learning generates reframing when individual and collective values are reflected. This reframing enables community members to move from personal to collective views and actions, resulting in valuable outcomes that improve the community's functioning. This research aims to enhance the development of reframing with the help of role-playing games (RPG), given that digital games are considered particular communities. A relationship model was constructed to identify which game features generate reframing and how much they promote reframing. The model’s validity was tested using experts’ feedback and a game experience test (GET). The factor analysis results interpret that the features tested impact reframing. The study proposes that RPGs can promote reframing and identifies reframing associated with particular game features (such as game stories). Students, game designers, related teachers and researchers can benefit from using the model to encourage reflection using games or require a model to bridge game features with social learning.
当个人和集体的价值观得到反映时,社会学习就会产生重构。这种重构使社区成员能够从个人观点和行动转向集体行动,从而产生有价值的成果,改善社区的运作。本研究旨在借助角色扮演游戏(RPG)来促进重构的发展,因为数字游戏被认为是一种特殊的社区。我们构建了一个关系模型,以确定哪些游戏特征会产生重新构思,以及这些特征对重新构思的促进作用有多大。该模型的有效性通过专家反馈和游戏体验测试(GET)进行了检验。因子分析结果表明,所测试的特征会对重新构思产生影响。研究提出,RPG 游戏可以促进重新构思,并确定了与特定游戏特征(如游戏故事)相关的重新构思。学生、游戏设计者、相关教师和研究人员可以从使用该模型中获益,从而鼓励利用游戏进行反思,或需要一个模型将游戏特征与社会学习联系起来。
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引用次数: 0
Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study 开发和评估用于培训病人亲属的预防压伤严肃游戏:准实验研究
Pub Date : 2024-03-06 DOI: 10.1177/10468781241237251
Vildan Çakar, A. Karadağ
In recent years, serious games have been used as an educational method in various fields such as economy, marketing, military, education, and health as a training method. Pressure injuries (PIs) are a significant health problem and clinical quality improvement issue throughout the world. Implementation of prevention strategies has gained importance in all healthcare settings due to the negative effects of PIs. Educating patient relatives on PI prevention is essential. This study aimed to develop a serious game for the training of patient relatives on PI prevention and evaluate the game in terms of knowledge acquisition and its features. The study was carried out as a single-group quasi-experimental pre-test and post-test design in three stages between August 1, 2020-April 30, 2022. In the first stage educational content, knowledge assessment test, and game evaluation questionnaire were prepared. A web-based serious game (PreSore: Pressure Injury Prevention Game) was developed in the second stage. The participants played the game in the third stage, and data was collected. The study sample consisted of patient relatives (n=55). A knowledge assessment test (pre-test, post-test, and re-test) and a game evaluation questionnaire were administered for the data collection. It was determined that there was a significant increase in knowledge scores after the PreSore game implementation ( p < .001). Most of the participants indicated that the information in the game was easy to understand (98.2%), they wanted to share their educational experience with others with the digital game method (96.4%), and they found the game was authentic (94.5%). The study revealed that the PreSore game is a method that could be used to train patient relatives on PI prevention. Integrating the PreSore into daily practice in healthcare institutions and conducting prospective studies are recommended.
近年来,严肃游戏作为一种教育方法被广泛应用于经济、营销、军事、教育和卫生等各个领域的培训方法。压力伤害(PIs)是全世界的一个重大健康问题和临床质量改进问题。由于压力损伤的负面影响,在所有医疗机构中实施预防策略已变得越来越重要。对患者亲属进行预防压迫性休克的教育至关重要。本研究旨在开发一款用于培训患者亲属预防 PI 的严肃游戏,并从知识获取和游戏特点方面对该游戏进行评估。研究采用单组准实验前测和后测设计,在 2020 年 8 月 1 日至 2022 年 4 月 30 日期间分三个阶段进行。第一阶段准备了教学内容、知识评估测试和游戏评估问卷。第二阶段开发了基于网络的严肃游戏(PreSore:压力伤害预防游戏)。参与者在第三阶段进行游戏并收集数据。研究样本包括患者亲属(n=55)。为收集数据,进行了知识评估测试(前测、后测和复测)和游戏评估问卷调查。结果表明,在实施 PreSore 游戏后,知识得分有了显著提高(P < .001)。大多数参与者表示游戏中的信息易于理解(98.2%),他们希望通过数字游戏的方式与他人分享自己的教育经验(96.4%),并且他们认为游戏是真实的(94.5%)。研究表明,PreSore 游戏是一种可用于培训患者亲属预防 PI 的方法。建议将 PreSore 纳入医疗机构的日常实践并开展前瞻性研究。
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引用次数: 0
Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language 获得灵感:关于使用 Inspirisles 角色扮演游戏教授初中生美国手语的定性研究
Pub Date : 2024-01-26 DOI: 10.1177/10468781241229614
Maryanne Cullinan, Laura L. Wood
The purpose of this study was to determine the effectiveness of a role-playing game (RPG) as a pedagogical tool for teaching beginning American Sign Language (ASL) to middle school students in a classroom setting. In this qualitative study, n = 40 students participated in a 50-minute class centered on the ASL role-playing game, Inspirisles, for 45 days. To collect data on the student experience of the Inspirisles class, a post-process focus group was conducted with an external moderator and students (n =18) who chose to participate. Student responses were coded using applied thematic analysis. Students reported learning 50 to 100 words in American Sign Language, including numbers and the fingerspelling alphabet. Beyond language acquisition, they reported three main themes: a change in learning dispositions, positive social-emotional growth, and identification of important factors for success in continuing classes. Students in the Inspirisles -based ASL class showed progress in learning ASL, with additional considerations for prosocial group learning in the classroom setting. However, further research is needed to see if this pedagogy is a viable option for long-term learning of ASL in the classroom setting.
本研究旨在确定角色扮演游戏(RPG)作为一种教学工具,在课堂上向初中生教授初级美国手语(ASL)的有效性。在这项定性研究中,n = 40 名学生参加了为期 45 天、每节课 50 分钟、以 ASL 角色扮演游戏 Inspirisles 为中心的课程。为了收集学生在 Inspirisles 课堂上的体验数据,我们与外部主持人和选择参与的学生(n = 18)进行了后期焦点小组讨论。学生的回答采用应用主题分析法进行编码。学生们表示学会了 50 到 100 个美国手语单词,包括数字和指拼字母表。除了语言学习之外,他们还报告了三大主题:学习态度的转变、积极的社会情感成长以及在继续学习中发现成功的重要因素。在基于 Inspirisles 的 ASL 课程中,学生在学习 ASL 方面取得了进步,并在课堂环境中对亲社会小组学习有了更多的考虑。不过,这种教学法是否是在课堂环境中长期学习 ASL 的可行选择,还需要进一步研究。
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引用次数: 0
The Therapeutic Potential of Gaming - Body and Mind Benefits 游戏的治疗潜力--对身体和心灵的益处
Pub Date : 2024-01-16 DOI: 10.1177/10468781241226554
M. Schijven, T. Kikkawa
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引用次数: 0
Healthcare Students’ Anxiety, Cognitive Load, and Trait-mindfulness during Interprofessional obstetric Simulation Training 医学生在跨专业产科模拟训练中的焦虑、认知负荷和特质-正念
Pub Date : 2024-01-15 DOI: 10.1177/10468781231222312
Takhdat Kamal, Rebahi Houssam, Eddabbah Mohamed, El Fadely Abdelmonim, Lamtali Saloua, El Adib Ahmed Rhassane
Simulation anxiety can hinder healthcare students' learning. Trait-mindfulness may help reduce learners' anxiety and improve their cognitive load during simulation training. However, the relationship between healthcare students' anxiety, trait mindfulness, and cognitive load has not been studied together during undergraduate interprofessional obstetric emergency simulation training. This observational correlational research examined the relationship between healthcare students' anxiety, trait-mindfulness, and cognitive load. Furthermore, it examined whether healthcare students' trait-mindfulness can moderate the effect of anxiety on cognitive load during undergraduate interprofessional obstetric emergency simulation training. Forty-six undergraduate medical and nursing students were enrolled in this study. Each participant (in a team of 3 to 4) completed one postpartum hemorrhage scenario. The French versions of the State-Trait Anxiety Inventory (STAI-Y; Gauthier & Bouchard, 1993), the Mindfulness Attention Awareness Scale (Germann et al., 2009), and Paas’s cognitive load scale (Paas, 1992) were used to measure anxiety, trait-mindfulness, and cognitive load, respectively. The study results show a positive correlation between healthcare students’ state-anxiety and cognitive load. Additionally, healthcare students’ mindfulness moderated the effect of state-anxiety on cognitive load during simulation training. As a personality trait, healthcare students’ mindfulness is associated with reduced simulation anxiety and improved cognitive load during obstetric emergency simulation training. Besides the learning tasks and simulation environment characteristics, simulation instructors should consider healthcare students’ anxiety and mindfulness to optimize their cognitive load during simulation training. The study demonstrated that healthcare students’ trait mindfulness mitigates the magnitude of simulation anxiety on cognitive load during emergency simulation training. It suggests further examining healthcare students’ personality traits to detect potential interactions of their traits with the simulation learning process.
模拟焦虑会阻碍医学生的学习。特质正念可能有助于减轻学习者的焦虑,并改善他们在模拟训练中的认知负荷。然而,在本科跨专业产科急诊模拟训练中,医护学生的焦虑、正念特质和认知负荷之间的关系尚未被一并研究。这项观察性相关研究考察了医护学生的焦虑、特质正念和认知负荷之间的关系。此外,研究还探讨了在本科生跨专业产科急救模拟训练中,医护学生的特质心智是否能缓和焦虑对认知负荷的影响。46 名医学和护理专业的本科生参加了这项研究。每位参与者(3 至 4 人一组)完成了一个产后出血情景模拟。法文版的状态-特质焦虑量表(STAI-Y;Gauthier & Bouchard,1993 年)、正念注意量表(Germann 等人,2009 年)和 Paas 认知负荷量表(Paas,1992 年)分别用于测量焦虑、特质-正念和认知负荷。研究结果表明,医学生的焦虑状态与认知负荷之间存在正相关。此外,医护学生的正念调节了模拟训练中状态焦虑对认知负荷的影响。作为一种人格特质,医学生的正念与降低模拟焦虑和改善产科急诊模拟训练中的认知负荷有关。除了学习任务和模拟环境特征外,模拟指导员还应考虑医学生的焦虑和正念,以优化他们在模拟训练中的认知负荷。研究表明,医学生的正念特质可减轻急诊模拟训练中模拟焦虑对认知负荷的影响。该研究建议进一步研究医护学生的人格特质,以发现他们的人格特质与模拟学习过程之间的潜在相互作用。
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引用次数: 0
Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics 普尼特农场:开发基于游戏的沉浸式教育遗传学学习平台
Pub Date : 2024-01-10 DOI: 10.1177/10468781231220728
Henry G.H. Low, Marina Ellefson
Serious games (SGs) have emerged as promising tools for life science education, providing interactive learning experiences that bolster accessibility and engagement. In the context of genetics education, which emphasizes hands-on problem-solving, SGs offer a potential platform to augment learning. This article presents the detailed design of a new educational SG, titled Punnett Farms, along with a pilot evaluation of the game. Designed to help students learn the fundamentals of Mendelian/molecular genetics, the game offers a colorful virtual world with embedded educational content aimed at cultivating interactive learning and engagement. Development of Punnett Farms was guided by principles of educational game design models. The game was implemented in Unity and C#. A pilot study was conducted with community college students (n = 22) to assess the game’s strengths and areas for improvement. Pre-/post-intervention knowledge assessments, along with questionnaires inspired by the GEM and MEEGA+ frameworks, were used to obtain insights into participants’ interest, enjoyment, and short-term learning outcomes. Participants exhibited possible short-term knowledge gains after playing Punnett Farms, as reflected by improved quiz scores. In questionnaire responses, participants also reported improved content understanding, interest towards the subject, and overall enjoyment in learning genetics. Additionally, players rated the game highly for presentation and educational utility. By integrating educational game design principles, Punnett Farms aims to provide an immersive environment that supports learning of essential Mendelian genetics topics. Results from the pilot study were positive, suggesting the game has potential to be a helpful resource for genetics learners. Future efforts will focus on continuing to improve and evaluate the game across different contexts.
严肃游戏(SGs)已成为生命科学教育中大有可为的工具,它提供了互动学习体验,提高了可及性和参与度。遗传学教育强调动手解决问题,在这种背景下,严肃游戏提供了一个潜在的平台来增强学习效果。本文介绍了一款名为 "普尼特农场"(Punnett Farms)的新型教育性 SG 的详细设计,以及对该游戏的试点评估。该游戏旨在帮助学生学习孟德尔/分子遗传学的基础知识,提供了一个丰富多彩的虚拟世界,内嵌教育内容,旨在培养学生的互动学习和参与意识。普尼特农场》的开发遵循教育游戏设计模型的原则。游戏使用 Unity 和 C# 实现。对社区学院的学生(n = 22)进行了试点研究,以评估游戏的优势和需要改进的地方。干预前/干预后知识评估以及受 GEM 和 MEEGA+ 框架启发的问卷调查被用来深入了解参与者的兴趣、乐趣和短期学习成果。参与者在玩过 "普尼特农场 "游戏后,可能在短期内获得了知识,这体现在测验分数的提高上。在问卷答复中,参与者还表示对内容的理解、对学科的兴趣以及学习遗传学的整体乐趣都有所提高。此外,玩家还对游戏的表现形式和教育实用性给予了高度评价。通过整合教育游戏设计原则,"普尼特农场 "旨在提供一个身临其境的环境,以支持孟德尔遗传学基本主题的学习。试点研究的结果是积极的,表明该游戏有可能成为遗传学学习者的有用资源。今后的工作重点是继续改进和评估该游戏在不同环境下的表现。
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引用次数: 0
Evaluating the Effectiveness of the Leading Change for Sustainability in Schools Simulation: A Research and Development Project 评估 "领导学校可持续发展变革 "模拟项目的效果:研究与开发项目
Pub Date : 2024-01-08 DOI: 10.1177/10468781231219929
Vien-Thong Nguyen, Philip Hallinger, Parinya Showanasai
Although a growing number of simulations have been developed for the purpose of educating for sustainability, published reports consist primarily of prescriptive essays, case descriptions, and commentaries rather than empirical studies. Moreover, only a small number of the empirical studies have used experimental designs to assess their effects on learning. This article addressed the need for validated active learning tools that can be used by educators in educating for sustainability. This article presents the design and initial evaluation of the Leading Change for Sustainability in Schools (LCSS) computer simulation. The study examined the effects of the simulation on student engagement, skills in formulating and executing change management strategies, and the application of knowledge to the simulation challenge. This project employed the research and development method for product design and evaluation. A three-week simulation-based learning intervention was conducted with 32 experienced K-12 school teachers and administrators studying in a Master degree program in Vietnam. The research employed a quasi-experimental, time series design to assessed change in learners’ knowledge and skills following participation in the Leading Change for Sustainability in Schools intervention. Repeated measures ANOVA was used to evaluate week-by-week changes in learning outcomes. The study found that the simulation-based learning module organized around the Leading Change for Sustainability in Schools (Vietnamese version) simulation was highly engaging for students. Students played the simulation an average of 24 times outside of class during the three-week module (18 hours per student). Students’ skills in formulating and executing change strategies for sustainability improved significantly over the three-week module; 28 students reached the highest level of success on the final assessment. Students also demonstrated significant improvement in their ability to incorporate change management principles into their strategies, indicating improvement in higher-order thinking skills.
尽管为可持续发展教育而开发的模拟项目越来越多,但已发表的报告主要包括说明性文章、案例描述和评论,而不是实证研究。此外,只有少数实证研究使用了实验设计来评估其对学习的影响。本文探讨了教育工作者在可持续发展教育中对经过验证的主动学习工具的需求。本文介绍了 "引领学校可持续发展变革"(LCSS)计算机模拟的设计和初步评估。该研究考察了模拟对学生参与、制定和执行变革管理策略的技能以及将知识应用于模拟挑战的效果。该项目采用研发方法进行产品设计和评估。对 32 名在越南攻读硕士学位的 K-12 学校资深教师和管理人员进行了为期三周的模拟学习干预。研究采用了准实验、时间序列设计,以评估学习者在参与 "引领学校可持续发展变革 "干预活动后在知识和技能方面的变化。采用重复测量方差分析来评估学习成果的逐周变化。研究发现,围绕 "引领学校可持续发展变革"(越南语版)的模拟学习模块非常吸引学生。在为期三周的模块学习中,学生在课外平均玩了 24 次模拟游戏(每人 18 小时)。在为期三周的模块学习中,学生制定和执行可持续发展变革战略的技能有了显著提高;28 名学生在期末评估中达到了最高成功水平。学生将变革管理原则纳入其战略的能力也有了显著提高,这表明他们的高阶思维能力得到了提高。
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引用次数: 0
Virtual Patient Simulations in Nursing Education: A Descriptive Systematic Review 护理教育中的虚拟病人模拟:描述性系统综述
Pub Date : 2023-12-29 DOI: 10.1177/10468781231224836
Gul Sahin Karaduman, Tulay Basak
Virtual patients commonly train students in clinical competence in nursing education. This review aimed to evaluate the sample characteristics and sampling method, technological design of the virtual patients, duration of simulation methods, comparison methods used in control groups, outcomes of simulation interventions, and quality of the included randomized controlled studies. Five databases were searched using English-language keywords between 1995 and 2019. The Turkish Quality Assessment Tool for Quantitative Studies was used to evaluate the quality of randomized controlled trials. Of the 4235 studies identified, 10 randomized controlled trials reporting virtual patients in nursing education were reviewed. The total number of participants in the review was 787. The virtual patient methods used in all studies differed. The duration was different in all the studies. Standardized patients, traditional education, facilitated mannequin-based simulation, written descriptions of the skills, low-, medium-, and high-fidelity simulation, and virtual simulation without training methods were used in the control groups for the comparison. Six studies indicated that virtual patients increased students’ knowledge, skills, self-efficacy, self-confidence, nursing competencies, and satisfaction levels in clinical practice, while four studies found no significant difference between the groups. The quality was poor in four of 10 studies, moderate in two of 10 studies, and strong in four of 10 studies. This study demonstrated that the virtual patient methods used in studies varied in terms of technological design. The duration of simulation in the studies varied from less than 30 minutes to more than two months. The virtual patients could improve knowledge, skill acquisition, self-efficacy, self-confidence, and nursing competency compared with low-fidelity simulation, didactic education, no-intervention, or no-education studies. The quality results of the studies show that most of them had weak or strong research designs.
在护理教育中,虚拟病人通常用于训练学生的临床能力。本综述旨在评估纳入的随机对照研究的样本特征和抽样方法、虚拟患者的技术设计、模拟方法的持续时间、对照组使用的比较方法、模拟干预的结果和质量。使用英文关键词检索了 1995 年至 2019 年间的五个数据库。土耳其定量研究质量评估工具用于评估随机对照试验的质量。在确定的 4235 项研究中,对 10 项报告护理教育中虚拟患者的随机对照试验进行了审查。参与审查的总人数为 787 人。所有研究中使用的虚拟病人方法各不相同。所有研究的持续时间也各不相同。在对照组中使用了标准化病人、传统教育、基于人体模型的辅助模拟、技能的书面描述、低、中、高保真模拟以及无训练方法的虚拟模拟进行比较。有六项研究表明,虚拟病人增加了学生的知识、技能、自我效能感、自信心、护理能力和临床实践的满意度,而有四项研究发现组间无显著差异。10 项研究中有 4 项研究质量较差,2 项研究质量中等,4 项研究质量较高。这项研究表明,研究中使用的虚拟病人方法在技术设计上各不相同。研究中的模拟时间从不到 30 分钟到超过两个月不等。与低保真模拟、说教式教育、无干预或无教育研究相比,虚拟病人可提高知识、技能掌握、自我效能、自信心和护理能力。研究质量结果表明,大多数研究的研究设计较弱或较强。
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引用次数: 0
Can Facilitators’ Need for Control Influence Students’ Learning Experience through Simulation? - A Qualitative Study on Simulation in Nursing Education 促进者的控制需求会影响学生的模拟学习体验吗?- 护理教育中模拟教学的定性研究
Pub Date : 2023-11-20 DOI: 10.1177/10468781231212352
Jon Viktor Haugom, Solveig Struksnes
Society has an increasing demand for nurses, but the availability of clinical placements for nursing students does not keep pace with this need. As a result, the use of simulation as a supplement or replacement for clinical practice is being discussed. Simulation can be a resource-intensive learning method, making it important to consider how simulation can be organized and implemented as efficiently as possible without compromising learning outcomes. To explore students' experiences with different ways of organizing simulation. Method: Qualitative design inspired by action research. A purposive sample of 24 students was selected, and data was collected through eight focus group interviews. Inductive content analysis was used for data analysis. Three main categories emerged: the importance of a conducive level of stress for learning, feelings of responsibility and autonomy, and constructive feedback and reflection. The findings suggest that the presence of a facilitator in all stages of simulation may not necessarily be the most effective approach for learning. It appears that the facilitator could focus more on organizing the simulation so that all participants can actively engage, while utilizing their time to plan scenarios, establish a safe learning environment, and participate in a summary session to clarify unresolved academic questions and nursing practices
社会对护士的需求与日俱增,但护理专业学生的临床实习机会却跟不上这一需求。因此,人们开始讨论使用模拟教学作为临床实践的补充或替代。模拟教学可能是一种资源密集型的学习方法,因此考虑如何在不影响学习效果的前提下尽可能高效地组织和实施模拟教学非常重要。探讨学生对不同模拟教学组织方式的体验。方法:在行动研究的启发下进行定性设计。有目的性地抽取了 24 名学生,通过 8 次焦点小组访谈收集数据。数据分析采用归纳式内容分析。主要分为三类:有利于学习的压力水平的重要性、责任感和自主性以及建设性反馈和反思。研究结果表明,在模拟的所有阶段都有主持人在场不一定是最有效的学习方法。主持人似乎可以更专注于组织模拟,使所有参与者都能积极参与,同时利用他们的时间规划情景,建立安全的学习环境,并参与总结会议以澄清未解决的学术问题和护理实践。
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引用次数: 0
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