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dc.contributor.authorJohnsen, Hege Mari
dc.date.accessioned2018-10-31T09:16:56Z
dc.date.available2018-10-31T09:16:56Z
dc.date.created2018-10-30T12:23:35Z
dc.date.issued2018
dc.identifier.isbn978-82-7117-889-5
dc.identifier.urihttp://hdl.handle.net/11250/2570303
dc.description.abstractBackground: 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 clinical practice settings, and to use this knowledge to design, develop and evaluate an SG prototype for teaching clinical reasoning and decisionmaking skills to nursing students. Showing the SG’s educational value and user acceptance among nursing students could justify the development and application of more SGs in nursing education. Designs, methods and samples: In Study I, an explorative qualitative think-aloud (TA) design with protocol analysis was used to describe the cognitive processes and thinking strategies used by recently graduated RNs while providing care for patients in home healthcare clinical practice. A purposive sample of eight RNs participated in three TA interviews each, for a total of twenty-four home healthcare visits. Additionally, eight follow-up interviews with the RNs were conducted. In Study II, a video-based SG prototype was developed for teaching clinical reasoning and decisionmaking skills to nursing students who care for patients with chronic obstructive pulmonary disease (COPD). The SG was developed based on the results from Study I, theory and research related to SG design, experiential learning theory and decisionmaking theory. A purposive sample of six participants evaluated the first scenario of the SG prototype in a usability laboratory. The first SG scenario was from a home healthcare setting. Cognitive walkthrough evaluations, a questionnaire and individual interviews were used. In Study III, a pilot study was conducted of the final SG with a convenience sample of 249 second-year nursing students. The final SG prototype included two scenarios from a home healthcare setting and two scenarios from a hospital setting. The pilot study involved the implementation of the SG prototype as part of two simulation courses in the Bachelor of Nursing program: one for students attending home healthcare clinical placements and one for students attending clinical placements in medical-surgical wards in hospitals. A paper-based survey was then used to assess the nursing students’ perceptions of the SG’s educational value in terms of the SG’s degree of realism/authenticity (face validity), alignment of content and tasks with curricula (content validity), and the SG’s ability to meet the learning objectives (construct validity). In addition, the survey assessed perception of usability, individual factors, and preferences regarding future use. A total of 120 participants completed the survey, representing 48% of the nursing students in the two simulation courses. Results: Study I showed that RNs with one year of clinical practice used both simple and complex cognitive processes and utilized metacognitive skills and ethical reasoning. They also demonstrated the use of inductive and deductive reasoning. However, the clinical reasoning of the RNs was highly influenced by domain-specific knowledge and the context. In addition, their reasoning was more reactive than proactive. Furthermore, knowing patients well could have both positive and negative effects on clinical reasoning. The SG prototype developed in Study II was perceived as having a content that was realistic and clinically relevant, and as having an adequate level of complexity for the intended users. Despite some perceived usability issues, most of the six participants agreed that the SG was useful, usable, and satisfying. Necessary improvements were made and the remaining three SG scenarios, one from a home healthcare setting and two from a hospital setting, were completed. Pilot testing of the final SG prototype in Study III, showed that most students from both the medical-surgical and home healthcare simulation courses perceived the SG as realistic, educationally valuable and easy to use. No significant differences were found in perception of realism or educational value between nursing students with or without previous work experience in healthcare. However, significantly more students in the home healthcare simulation course indicated that the SG tested their clinical reasoning and decision-making skills. Students from both simulation courses agreed that more video-based SGs should be developed and used in nursing education, especially in care for patients with chronic diseases. Conclusion: The results support the idea that experiential learning through video-based SGs may aid students’ clinical reasoning, for example through heightening nursing students’ awareness in promoting systematic assessment of patients, improving recognition of patient deterioration and choosing appropriate interventions in specific situations. The positive attitudes towards the SG and the call for more and similar SGs within other areas of nursing education strongly support further development of this kind of technology-enhanced learning in nursing education.nb_NO
dc.language.isoengnb_NO
dc.publisherUniversitetet i Agdernb_NO
dc.relation.ispartofDoctoral dissertations at University of Agder
dc.relation.ispartofseriesDoctoral dissertations at University of Agder;
dc.title“BEING-IN-THE-WORLD” : Teaching clinical reasoning skills to nursing students through a serious gamenb_NO
dc.title.alternative“BEING-IN-THE-WORLD” : Teaching clinical reasoning skills to nursing students through a serious gamenb_NO
dc.typeDoctoral thesisnb_NO
dc.description.versionpublishedVersionnb_NO
dc.source.pagenumber113nb_NO
dc.source.issue190nb_NO
dc.identifier.cristin1624909
cristin.unitcode201,18,1,0
cristin.unitnameInstitutt for helse- og sykepleievitenskap
cristin.ispublishedtrue
cristin.fulltextoriginal


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