严肃游戏提升护理专业硕士研究生临床决策能力研究
Research on the use of serious game in enhancing clinical decision-making ability of Nursing postgraduate students
目的 评估严肃游戏教学在高层次护理人才“临床决策能力培养”过程中的价值。 方法 随机抽取护理研究生42人,分为对照组(n=21)和试验组(n=21)。对照组使用常规教学学习胸痛,试验组在常规教学的基础上加用“胸痛查因”游戏教学。采用量表评估两组学生教学前后临床决策意识和能力变化程度、学习满意度。 结果 对照组教学前后临床决策意识和能力总分分别为(177.76±2.96)和(180.00±3.24)(P<0.001);试验组教学前后临床决策意识和能力总分分别为(178.57±3.08)和(184.57±4.28)(P<0.001)。试验组的教学前后总分提升程度高于对照组[(6.00±3.48)vs.(2.24±1.70),P<0.001],且在“寻找解决问题的方法”“再次搜索相关信息”两个维度的提升程度均高于对照组[(2.19±2.93)vs.(0.52±1.33),P=0.022;(1.86±1.96 )vs.(0.43±1.08),P=0.006]。试验组学生教学后临床决策意识和能力总分高于对照组[(184.57±4.28)vs.(180.00±3.24), P<0.001],其在“寻找解决问题的方法”“反复评价实施的效果”和“再次搜索相关信息”三个维度上的得分亦高于对照组[(63.33±2.42)vs.(61.29±2.78),P=0.015;(47.43±1.40)vs. (46.48±1.63),P=0.049;(37.14±1.71)vs.(35.90±1.64),P=0.021]。此外,试验组学生学习满意度的总分[(63.62±2.29) vs.(61.52±2.87),P=0.013]及“学习成果”维度平均分[(33.81±1.17)vs.(32.57±1.69),P=0.009]均高于对照组。 结论 与常规教学相比,严肃游戏辅助教学能够强化学生的临床决策意识和能力,同时提高学生的学习满意度。
Objective To evaluate the value of serious game teaching in the process of “cultivating clinical decision-making ability” of hight-level Nursing talents. Methods 42 Nursing postgraduate students were randomly selected and divided into the control group and the experimental group, with 21 students in each. The traditional teaching method was applied in teaching chest pain to the control group, while the experimental group was taught with game teaching of “Chest Pain Diagnosis” on the basis of traditional teaching method. The clinical decision-making ability and learning satisfaction of the two groups were evaluated by using the scale before and after the teaching. Results The total scores of clinical decision-making awareness and ability before and after the teaching of the control group were [(177.76±2.96) vs. (180.00±3.24), P<0.001]; those of the experimental group were [(178.57±3.08) vs. (184.57±4.28), P<0.001]. The experimental group acquired higher scores than the control group in terms of the improvement degree of total scores before and after the teaching [(6.00±3.48) vs. (2.24±1.70), P<0.001], and also obtained higher scores in the aspects of “seeking for solutions to solve problems”, “repeatedly evaluating the effect of implementation”, and “searching for related information again” than the control group [(2.19±2.93) vs. (0.52±1.33), P=0.022; (1.86±1.96) vs. (0.43±1.08), P=0.006]. After teaching, the total score of clinical decision-making awareness and ability of students in the experimental group was higher than that in the control group [(184.57±4.28) vs. (180.00±3.24), P<0.001]. In terms of “seeking for solutions to solve problems”, “repeatedly evaluating the effect of implementation”, and “searching for related information again”, the experimental group also obtained higher scores than the control group [(63.33±2.42) vs. (61.29±2.78), P=0.015; (47.43±1.40) vs. (46.48±1.63), P=0.049; (37.14±1.71) vs. (35.90±1.64), P=0.021]. Moreover, the total score of students’ learning satisfaction of the experimental group [(63.62±2.29) vs. (61.52±2.87), P=0.013] and the average score of the “learning outcomes” dimension [(33.81±1.17) vs. (32.57±1.69), P=0.009] were both higher than those of the control group. Conclusion Compared with the conventional teaching, the teaching assisted by serious game can strengthen students’ clinical decision-making awareness and ability, as well as improve learning satisfaction.
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广东省教育厅教育科学规划课题“严肃游戏教学对高层次护理人才临床决策能力培养的价值评估”(2021GXJK393)
广东省教育厅研究生教育创新计划项目“构建疼痛管理CBL-VR教学体系,增强护理共情力——以《高级健康评估》为例”(2022JGXM118)
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