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Enhancing COVID-19 Knowledge among Nursing Students: A Quantitative Study of a Digital Serious Game Intervention.
McConnell, Hannah; Duncan, Debbie; Stark, Patrick; Anderson, Tara; McMahon, James; Creighton, Laura; Craig, Stephanie; Carter, Gillian; Smart, Alison; Alanazi, Abdulelah; Mitchell, Gary.
Afiliação
  • McConnell H; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Duncan D; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Stark P; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Anderson T; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • McMahon J; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Creighton L; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Craig S; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Carter G; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Smart A; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Alanazi A; School of Nursing and Midwifery, Queen's University Belfast, Belfast BT7 1NN, UK.
  • Mitchell G; Department of Nursing, Faculty of Applied Medical Sciences, The University of Bisha, Bisha 67714, Saudi Arabia.
Healthcare (Basel) ; 12(11)2024 May 23.
Article em En | MEDLINE | ID: mdl-38891141
ABSTRACT

BACKGROUND:

This study aimed to evaluate the effectiveness of a digital serious game intervention about COVID-19 on pre-registration nursing student knowledge.

METHOD:

This study included 282 nursing students from a university in Northern Ireland, with 210 students providing comparable pre-test and post-test results. The 'serious game' aimed to debunk common COVID-19 myths and provide accurate information about the virus. Participants completed a 25-item questionnaire before and after engaging with the game, which included true/false items based on the World Health Organisation's list of top COVID-19 myths. The data were analysed using paired t-tests to assess knowledge changes, and scores were calculated as percentages of correct answers.

RESULTS:

A statistically significant improvement in COVID-19 knowledge was demonstrated among first-year nursing students who engaged with the serious game. The post-test scores (M = 92.68, SD = 13.59) were notably higher than the pre-test scores (M = 82.64, SD = 13.26), with a p-value less than 0.001.

CONCLUSION:

This research suggests that integrating serious games into undergraduate nursing education can effectively enhance COVID-19 knowledge. This approach is aligned with the evolving trend of employing technology and gamification in healthcare education.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Ano de publicação: 2024 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Ano de publicação: 2024 Tipo de documento: Article