The effects of flipped learning and gamification on nursing students' patient safety education: A mixed method study

被引:1
|
作者
Chang, Soo Jung [1 ]
Kim, Geun Myun [1 ]
Kim, Jeong Ah [2 ,3 ]
机构
[1] Gangneung Wonju Natl Univ, Dept Nursing, Kangnung, South Korea
[2] Seoil Univ, Dept Nursing, Seoul, South Korea
[3] Seoil Univ, Dept Nursing, 28 Yongmasan-Ro, Seoul 02192, South Korea
关键词
Gamification; Learning; Patient safety; Students; Nursing; COLLECTIVE EFFICACY; COMPETENCE; GAME; PART;
D O I
10.1016/j.heliyon.2024.e29538
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Background: The importance of enhancing education to promote nursing students' patient safety competency is increasing. Hence, implementing diverse educational programs and assessing their outcomes is essential. Objectives: To examine the effects of flipped learning and gamification on nursing students' patient safety education. Design: A mixed-method design employing a quasi-experimental design with a pre -post control group design and qualitative thematic analysis. Methods: The study was conducted at a South Korean university in W City from September to December 2022. It included 55 s -year nursing students. The experimental group (n = 28) participated in a 30-h patient safety education course using flipped learning and gamification, whereas the control group (n = 27) received only written patient safety education materials. Learning motivation, collective efficacy, patient safety competency, and game evaluations were measured. Data were analyzed using the chi 2 test, Fisher's exact test, t -test, repeated-measures multivariate analysis of covariance, repeated measure analysis of covariance, and generalized estimating equations. Self-reflection journals on game participation experiences were analyzed using qualitative thematic analysis. Results: Learning motivation scores did not differ significantly between groups for time, or interactions between groups and time, but collective efficacy and patient safety competency scores showed significant differences in the interactions between groups and time. The experimental group showed a high satisfaction score in game evaluation. Qualitative analyses were used to extract four themes-three positives: "fun and immersion differentiated from existing classes," "improved the learning outcomes and learning motivation," and "realized the value of collaboration and communication," and one negative: "feeling down due to unfamiliarity." Conclusions: This program creates positive learning experiences and enhances nursing students' collective efficacy and patient -safety competencies. It is expected to be utilized in various future nursing courses.
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页数:12
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