0000000000248492
AUTHOR
Hege Mari Johnsen
Nursing students' perceptions of a video-based serious game's educational value: A pilot study.
Abstract Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinica…
Developing a Serious Game for Nurse Education.
Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game–playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG devel…
Hvordan foregår informasjonsutveksling fra kommunale deltjenester ved akutt innleggelse av pasienter i sykehus? Hva eksisterer av viktige utfordringer ved dagens praksis før innføring av elektroniske pleie- og omsorgsmeldinger?
Masteroppgave i helse- og sosialinformatikk HSI500 2012 – Universitetet i Agder, Grimstad Introduksjon: Som del av samhandlingsreformen forberedes kommunehelsetjenesten i disse dager til innføring av elektronisk utveksling av pleie- og omsorgsmeldinger (PLO meldinger) til sykehusene. En del av forberedelsene vil være å kartlegge eksisterende rutiner og retningslinjer for informasjonsutveksling i kommunehelsetjenesten. Hensikten og problemstillingen til dette prosjektet har vært todelt: å foreta en kartlegging av arbeids- og informasjonsflyt ved informasjonsutveksling fra kommunen til sykehuset, og identifisere eventuelle viktige utfordringer ved dagens praksis. Metode: Prosjektet har et des…
Lessons Learned from Implementing a Serious Game in Higher Education – A Student and Trainer Perspective
Serious games (SGs) have shown great potential as student-active learning tools in education, as they enable experimentation with practice-related work environments and systems that may otherwise be challenging and/or impractical to facilitate in an educational institution. However, existing instructional design models are limited in use when it comes to how to implement and integrate SGs within the existing curricula. Furthermore, the trainer perspective is often neglected in literature about serious games. The aim of this study was to explore the experiences of both students and trainers after the implementation and use of a SG in a master level course in project management (PM). Data was…
User evaluation of a therapist-guided internet-delivered treatment program for anxiety disorders: A qualitative study
Therapist-guided internet-based cognitive behaviour therapy (ICBT) has been proposed as a potential means to increase individuals' access to quality mental health care and effective treatment. Guided ICBT aims to increase a patient's knowledge and competence to better cope with their disorder. Despite the growing evidence supporting the effects of guided ICBT, there is remarkably little research on the different factors that are important for patients to achieve effects from using such digital treatment interventions. Thus, the aim of this study was to conduct a user evaluation of a therapist-guided ICBT program using the updated DeLone and McLean (D&M) model for measuring information syste…
Registered nurses' clinical reasoning in home healthcare clinical practice: A think-aloud study with protocol analysis.
Abstract Background The home healthcare context can be unpredictable and complex, and requires registered nurses with a high level of clinical reasoning skills and professional autonomy. Thus, additional knowledge about registered nurses' clinical reasoning performance during patient home care is required. Objectives The aim of this study is to describe the cognitive processes and thinking strategies used by recently graduated registered nurses while caring for patients in home healthcare clinical practice. Design An exploratory qualitative think-aloud design with protocol analysis was used. Settings Home healthcare visits to patients with stroke, diabetes, and chronic obstructive pulmonary…
Teaching clinical reasoning and decision-making skills to nursing students: Design, development, and usability evaluation of a serious game
Background\ud \ud Serious games (SGs) are a type of simulation technology that may provide nursing students with the opportunity to practice their clinical reasoning and decision-making skills in a safe and authentic environment. Despite the growing number of SGs developed for healthcare professionals, few SGs are video based or address the domain of home health care.\ud \ud Aims\ud \ud This paper aims to describe the design, development, and usability evaluation of a video based SG for teaching clinical reasoning and decision-making skills to nursing students who care for patients with chronic obstructive pulmonary disease (COPD) in home healthcare settings.\ud \ud Methods\ud \ud A prototy…
Nursing students' perceptions of combining hands-on simulation with simulated patients and a serious game in preparing for clinical placement in home healthcare: A qualitative study.
Abstract Background There is a growing demand to provide complex healthcare services in patients' own homes. However, high quality home healthcare clinical placements are often difficult to obtain, and arranging laboratory-based simulations to provide relevant clinical-practical learning experiences for all students is resource intensive. Objectives The aim of this study was to explore nursing students' perceptions of using a blended simulation approach, including hands-on simulation with simulated patients and a video-based serious game, in preparation for their home healthcare clinical placements. Design An exploratory qualitative design using focus group interviews was utilized. Setting …
Student–staff Co-creation of Serious Games - Lessons Learned
Few papers have described academic/faculty staff’s experiences withco-creation,or partnering with students in cross-disciplinary collaborations.The purpose of this paper is to share challenges and outcomes from twointerdisciplinary student–staff co-creationsofserious games for use in a Bachelor of Nursing program in Norway. Our experiences are discussed against an evidence-informed model of student–staff co-creation in higher education. Based on the lessons learned from these two projects, weproposetenkey points for planning and conducting cross-disciplinary student–staff co-creation ofserious games.
“BEING-IN-THE-WORLD” : Teaching clinical reasoning skills to nursing students through a serious game
Background: Nursing education faces the challenge to educate registered nurses (RNs) with a high level of clinical reasoning skills and evidence-based knowledge, who are able to provide safe and effective care to patients. Nursing educators are also challenged to develop innovative and effective programs that align with current changes in health care. Serious games (SGs) are computer-based simulations that may provide nursing students with an opportunity to practice their clinical reasoning and decision-making skills in realistic situations from the “real world” of clinical practice. Purpose: The overall purpose of this project was to study recently graduated RNs’ clinical reasoning in clin…