Repository logo
 
Publication

The effectiveness of computer-based gaming simulation on nursing students´ knowledge and confidence: a randomized controlled trial

datacite.subject.fosCiências Médicas::Outras Ciências Médicaspt_PT
dc.contributor.advisorPaterson, Ruth
dc.contributor.advisorWhitehorn, Jane
dc.contributor.authorAbady, Gdiom Gebreheat
dc.date.accessioned2022-06-27T13:37:38Z
dc.date.available2022-06-27T13:37:38Z
dc.date.issued2022-02-23
dc.description.abstractBackground: 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, 2021 Methods: 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.pt_PT
dc.identifier.tid203026608pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.1/17875
dc.language.isoengpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectNursing studentspt_PT
dc.subjectComputer-based gaming simulationpt_PT
dc.subjectCOVID-19pt_PT
dc.subjectControlled trialpt_PT
dc.titleThe effectiveness of computer-based gaming simulation on nursing students´ knowledge and confidence: a randomized controlled trialpt_PT
dc.typemaster thesis
dspace.entity.typePublication
rcaap.rightsopenAccesspt_PT
rcaap.typemasterThesispt_PT
thesis.degree.grantorUniversidade do Algarve. Escola Superior de Saúde
thesis.degree.grantorUniversidade de Oviedo
thesis.degree.grantorUniversidade de Edimburgo
thesis.degree.grantorInstituto Politécnico de Santarém - Escola Superior de Saúde de Santarém
thesis.degree.levelMestre
thesis.degree.nameMestrado em Enfermagem de Emergência e Cuidados Críticos (Erasmus Mundus)pt_PT

Files

Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Gdiom Gebreheat Abady.pdf
Size:
972.67 KB
Format:
Adobe Portable Document Format