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The Effectiveness Of Computer-based Gaming Simulation On Nursing Students´ Knowledge And Confidence: A Randomized Controlled Trial
by
Abady, Gdiom Gebreheat
in
Coronaviruses
/ COVID-19
/ Decision making
/ Medical personnel
/ Nurses
2022
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The Effectiveness Of Computer-based Gaming Simulation On Nursing Students´ Knowledge And Confidence: A Randomized Controlled Trial
by
Abady, Gdiom Gebreheat
in
Coronaviruses
/ COVID-19
/ Decision making
/ Medical personnel
/ Nurses
2022
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The Effectiveness Of Computer-based Gaming Simulation On Nursing Students´ Knowledge And Confidence: A Randomized Controlled Trial
Dissertation
The Effectiveness Of Computer-based Gaming Simulation On Nursing Students´ Knowledge And Confidence: A Randomized Controlled Trial
2022
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Overview
Background: The current pandemic, COVID-19 disease, is a highly contagious viral infection caused by novel coronavirus called severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). For this reason, the Nursing and Midwifery Council have placed greater emphasis on digital simulated learning activities, yet it is not clear whether it is as an effective learning opportunity as on campus simulation.Aim: To evaluate the effectiveness of computer-based gaming simulation on nursing students' knowledge and confidence in Sighthill campus, Edinburgh Napier University, United Kingdom, 2021Methods: A randomized controlled trial was carried out with 67 undergraduate nursing students between September 2021 and November 2021. Students were randomly assigned to either the computer-based COVID-19 gaming simulation (experimental group) or manikin-based face-to-face COVID-19 simulation (control group). An independent-samples T test and a paired-samples T test performed to detect mean differences (MD) between groups and within a group, respectively, at p < 0.05 and 95% confidence interval (CI).Results: The mean knowledge score for the participants in the control group was significantly higher than the intervention group, 21.4 + 1.6 and 19.8+ 2.1, respectively. A significant statistical difference for confidence was observed between pretest and posttest in the control group, (MD=-0.88, 95% CI (-1.1, -0.6)). The anxiety level of the students in the control group decreased from pretest (2.6 ± 0.6) to post (2.0 ± 0.5), MD=0.55, 95% CI (0.3, 0.7).Conclusion: Overall, computer-based gaming simulation was not as effective as the manikin-based simulation in improving student nurses’ self-efficacy and knowledge acquisition. The manikin-based face-to-face simulation was superior to the computer-based gaming simulation in knowledge acquisition. In the computer-based gaming simulation, whilst there were improvements in self-confidence and anxiety levels, there were no significant statistical differences between pre and posttests. Therefore, computer-based gaming could be an adjunct simulation in situations where in-person simulation is not possible.
Publisher
ProQuest Dissertations & Theses
Subject
ISBN
9798357525772
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