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The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study

机译:严重游戏对谵妄学生态度和学习经验的影响:面试研究

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Delirium is a neuropsychiatric syndrome that affects patients’ attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of effective delirium education. Serious games are both entertainment and an interactive, safe learning environment where players can experiment and create new knowledge. They have the potential to contribute to improved delirium education. We used a video-based serious games’ narrative to explore aspects essential to enhance students’ attitudes and learning experiences regarding delirium. We created a semi-structured interview guide and interviewed seven nursing and nine medical students about their attitudes and learning experiences, after they had played the game. A qualitative descriptive design and inductive content analysis with constant comparison were used. The patient’s and nurse’s perspective, interactivity to experiment, realistic views on care options, and feedback on care actions were important for enhancing students’ attitudes and learning experiences regarding delirium. Students felt these aspects encouraged them to get actively involved in and experiment with the study material, which in turn led to enhanced reflection on delirium care and education. Our findings highlight the importance of a more patient-oriented focus to delirium education to drive attitudinal change. Students’ learning experiences were further enhanced through their affective responses provoked by the perspectives, interactivity, realism, and feedback. Students considered the characters’ perspectives, interactivity, realism, and feedback important aspects of the game to enhance their attitudes towards delirious patients and enrich their learning experiences. A patient-oriented narrative provides a clinically relevant experience in which reflection plays an important role. The serious game also serves as medium to actively experiment with care solutions to create better understanding of how healthcare professionals can influence a delirious patient’s experience.
机译:谵妄是一种神经精神综合征,产生患者的注意力和身体状况的认识。近年来,谵妄教育的持续差距导致次优谵妄护理。尽管如此,对有效谵妄教育最重要的方面仍然众所周知。严肃的游戏是娱乐和互动,安全的学习环境,玩家可以试验并创造新的知识。他们有可能有助于改善谵妄教育。我们使用了一个基于视频的严肃游戏的叙述,探讨了提升学生对谵妄的态度和学习经验至关重要的方面。我们创建了一个半结构化的面试指导,并采访了七名护理和九名医学生,达到了比赛后,他们扮演了他们的态度和学习体验。使用具有恒定比较的定性描述性设计和归纳内容分析。患者和护士的视角,对实验的互动,关于护理选择的现实看法以及关于加强学生对谵妄的态度和学习经验的反馈非常重要。学生们觉得这些方面鼓励他们积极参与和实验研究材料,这反过来导致对谵妄护理和教育的反思。我们的调查结果强调了更患者导向的重点至谵妄教育,以推动态度变化。学生的学习经验通过观点,互动,现实主义和反馈引发的情感反应进一步加强。学生考虑了比赛的角色的观点,互动,现实主义和反馈的重要方面,以增强对神经患者的态度,丰富他们的学习经历。患者导向的叙述提供了临床相关的经验,其中反思起着重要作用。严重的游戏还可以作为媒介积极实验护理解决方案,以更好地了解医疗保健专业人员如何影响患者的经验。

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