注册护士使用3D游戏发展用药能力的经验:访谈研究

Sanna Luokkamäki, Marja Härkänen, S. Saano, Kukka-Maaria Kokkonen, K. Vehvilainen-Julkunen
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引用次数: 0

摘要

背景:卫生专业人员应接受终身教育,以保持药物管理能力和确保安全的医疗实践。以游戏为基础的教育是提高和确保卫生专业人员用药能力的一种方式。目的:本研究旨在描述注册护士对Imagine 3D游戏的体验,以及他们对这种基于游戏的教育计划在提高其用药能力方面的有效性的看法。方法:对8名注册护士进行定性访谈研究,这些护士完成了基于3D游戏Imagine的强化药物管理能力教育项目。2019年3月至4月期间通过半结构化访谈收集数据,并使用内容分析进行分析。结果:从研究中提取出三个主题,其概念如下:(1)游戏体验;(2)游戏在护士用药能力验证中的可用性;(3)游戏对培养注册护士医疗胜任力的效果。通过对护士个人经验的分析,认为游戏教育对护士提高给药能力有一定的培训价值。参与者报告说,这款游戏玩起来很舒服,在重复的药物管理任务中很有用,它增加了他们的自我反思,甚至根据学习改变了他们的行为。护士报告说,这个游戏对护理专业的学生和刚毕业的学生最有益,特别是在入门阶段使用。此外,根据访谈,该游戏在继续教育中也很有用;因此,它应应用于所有卫生保健专业人员的培训。结论:本研究显示3D电脑游戏可以帮助护士培养他们在给药任务中的知识和专业技能。
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Registered Nurses’ Experiences of Using a 3D Game in the Development of Medication Competency: An Interview Study
Background: Health professionals should receive lifelong education to maintain competency in medication administration and ensure safe medical practice. Game-based education is one way to enhance and ensure health professionals’ medication competency. Objectives: This study aimed to describe registered nurses’ experiences of the Imagine 3D game and their views of the effectiveness of this game-based education program in improving their medication competency. Methods: This qualitative interview study included eight registered nurses who completed an education program based on the 3D game Imagine, which aims to strengthen medication administration competency. Data were collected via semi-structured interviews between March and April 2019 and analyzed using content analysis. Results: Three themes were extracted from the study with the following concepts: (1) experiences of playing; (2) the usability of the game in verifying nurses’ medication competency; and (3) the game’s effectiveness in fostering registered nurses’ medical competency. On analyzing the nurses’ personal experiences, the game-based education program was valuable in training nurses to enhance their medication administration competency. Participants reported that the game was comfortable to play and useful in repeated medication administration tasks, and it increased their self-reflection and even changed their actions based on learning. The nurses reported that the game was most beneficial to nursing students and recent graduates and was used especially during the introductory period. Moreover, based on the interviews, the game was also useful in continuing education; therefore, it should be applied in all healthcare professionals’ training. Conclusions: This study shows that a 3D computer game can be useful for nurses to foster their knowledge and expertise in medication administration tasks.
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