2021
DOI: 10.1097/cin.0000000000000857
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Improving Nursing Students' COVID-19 Knowledge Using a Serious Game

Abstract: to educate students about COVID-19. Therefore, the students in the June class acquired COVID-19 knowledge through the Covid-game (the game group). The reference delivery, preclass test, questions and answers, postclass test, and final examination in the game group were the same as those in the lecture group. The only difference was in the two-and-a-half-hour in-class teaching process: the instructor devoted 30 minutes to introduce the basics of COVID-19, followed by a 2-hour serious game. *α′ = .0167 (Bonferro… Show more

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Cited by 7 publications
(6 citation statements)
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“…Gamification, a strategy with enriched experiential learning, offers students dynamic and innovative avenues to explore various subjects, fostering deeper engagement and understanding [ 32 , 33 , 34 , 35 , 36 , 44 , 45 ]. This study’s findings illuminate how pre-registration nursing students’ interaction with the COVID-19 serious game enriched their understanding and awareness, empowering them to discern factual information from common misconceptions [ 46 , 47 ]. Despite the well-documented challenges posed by online learning, uptake and participation in this study was high.…”
Section: Discussionmentioning
confidence: 85%
“…Gamification, a strategy with enriched experiential learning, offers students dynamic and innovative avenues to explore various subjects, fostering deeper engagement and understanding [ 32 , 33 , 34 , 35 , 36 , 44 , 45 ]. This study’s findings illuminate how pre-registration nursing students’ interaction with the COVID-19 serious game enriched their understanding and awareness, empowering them to discern factual information from common misconceptions [ 46 , 47 ]. Despite the well-documented challenges posed by online learning, uptake and participation in this study was high.…”
Section: Discussionmentioning
confidence: 85%
“…Serious gaming is an innovative instructional technique in the nursing and caregiving field, ranging from various specialized areas to general understanding [29] and awareness of sudden changes in working conditions, as for example, has happened with the COVID-19 pandemics [30]. Serious gaming and other educational technologies, such as virtual learning environments, digital learning objects, and instructional games, have no apparent distinction.…”
Section: Serious Games Aimed At Care Trainingmentioning
confidence: 99%
“…A partir da busca por trabalhos publicados em edições anteriores da SBGames e em bases eletrônicas relacionadas a este estudo, direcionando a pesquisa para trabalhos educacionais com trabalhadores da saúde vinculados a COVID-19, foram identificados 3 trabalhos com relevância: i) Improving Nursing Students' COVID-19 Knowledge Using a Serious Game [Hu H, Lai X, Yan L 2021]: Neste estudo foi proposto um serious game para estudantes de enfermagem resolverem problemas por meio de casos simulados para identificar a COVID-19, dentre outras doenças respiratórias. Os resultados foram obtidos através da análise comparativa de um grupo de 130 alunos participantes do jogo e outro a palestras on-line.…”
Section: Trabalhos Relacionadosunclassified