TY - JOUR
T1 - Nursing students’ perceptions of a video-based serious game's educational value
T2 - A pilot study
AU - Johnsen, Hege M.
AU - Fossum, Mariann
AU - Vivekananda-Schmidt, Pirashanthie
AU - Fruhling, Ann
AU - Slettebø, Åshild
N1 - Funding Information:
We would like to give special thanks to the coordinators and teachers in the Bachelor of Nursing program at the site university for their support in planning and conducting this study. We also give special thanks to the technicians who made the SG available to the students and provided technical support during the intervention. Finally, we would like to thank the students who participated in the survey. This work was supported by the Norwegian Nurses Organization (grant number 14/0009). However, the funding source had no role in the design or conduct of the study.
Publisher Copyright:
© 2017 Elsevier Ltd
PY - 2018/3
Y1 - 2018/3
N2 - Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students’ perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinical reasoning and decision-making skills to nursing students caring for patients with chronic obstructive pulmonary disease. A total of 249 second-year nursing students participated in pilot testing of the SG. Method A paper-based survey was used to assess students’ perceptions of the SG's educational value. Results Overall, students from both simulation courses perceived the SG as educationally valuable and easy to use. No significant differences were found in perceptions of educational value between nursing students with previous healthcare experience versus those with none. However, significantly more students in the home healthcare simulation course indicated that the SG tested their clinical reasoning and decision-making skills. Students from both the medical-surgical and home healthcare simulation courses suggested that more video-based SGs should be developed and used in nursing education. Conclusions Overall, the survey results indicate that the participants perceived the SG as educationally valuable, and that the SG has potential as an educational tool in nursing education, especially in caring for patients with chronic diseases and in home healthcare simulation. Showing a SG's educational value and user acceptance among nursing students may justify the development and application of more SGs in nursing education.
AB - Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students’ perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinical reasoning and decision-making skills to nursing students caring for patients with chronic obstructive pulmonary disease. A total of 249 second-year nursing students participated in pilot testing of the SG. Method A paper-based survey was used to assess students’ perceptions of the SG's educational value. Results Overall, students from both simulation courses perceived the SG as educationally valuable and easy to use. No significant differences were found in perceptions of educational value between nursing students with previous healthcare experience versus those with none. However, significantly more students in the home healthcare simulation course indicated that the SG tested their clinical reasoning and decision-making skills. Students from both the medical-surgical and home healthcare simulation courses suggested that more video-based SGs should be developed and used in nursing education. Conclusions Overall, the survey results indicate that the participants perceived the SG as educationally valuable, and that the SG has potential as an educational tool in nursing education, especially in caring for patients with chronic diseases and in home healthcare simulation. Showing a SG's educational value and user acceptance among nursing students may justify the development and application of more SGs in nursing education.
KW - Clinical decision-making
KW - Computer simulation
KW - E-learning
KW - Games
KW - Health care
KW - Survey
KW - Validation
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U2 - 10.1016/j.nedt.2017.12.022
DO - 10.1016/j.nedt.2017.12.022
M3 - Article
C2 - 29306100
AN - SCOPUS:85039858184
SN - 0260-6917
VL - 62
SP - 62
EP - 68
JO - Nurse Education Today
JF - Nurse Education Today
ER -