Literature DB >> 22082881

Impact of a web based interactive simulation game (PULSE) on nursing students' experience and performance in life support training--a pilot study.

Neal F Cook1, Toni McAloon, Philip O'Neill, Richard Beggs.   

Abstract

The delivery of effective life support measures is highly associated with the quality, design and implementation of the education that underpins it. Effectively responding to a critical event is a requirement for all nurses illustrating the need for effective educational approaches from pre-registration training through to enhancing and maintaining life support skills after qualification. This paper reports the findings of utilising a web-based multimedia simulation game PULSE (Platform for Undergraduate Life Support Education). The platform was developed to enhance the student experience of life support education, to motivate on-going learning and engagement and to improve psychomotor skills associated with the provision of Intermediate Life Support (ILS) training. Pre training participants played PULSE and during life support training data was collected from an intervention and a control group of final year undergraduate nursing students (N=34). Quantitative analysis of performance took place and qualitative data was generated from a questionnaire assessing the learning experience. A statistically significant difference was found between the competence the groups displayed in the three skills sets of checking equipment, airway assessment and the safe/effective use of defibrillator at ILS level, and PULSE was positively evaluated as an educational tool when used alongside traditional life support training.
Copyright © 2011 Elsevier Ltd. All rights reserved.

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Year:  2011        PMID: 22082881     DOI: 10.1016/j.nedt.2011.09.013

Source DB:  PubMed          Journal:  Nurse Educ Today        ISSN: 0260-6917            Impact factor:   3.442


  12 in total

1.  Which Form of Medical Training is the Best in Improving Interns' knowledge Related to Advanced Cardiac Life Support Drugs Pharmacology? An Educational Analytical Intervention Study Between Electronic Learning and Lecture-Based Education.

Authors:  Manouchehr Khoshbaten; Hassan Soleimanpour; Alireza Ala; Samad Shams Vahdati; Kimia Ebrahimian; Saeid Safari; Samad Ej Golzari; Fariba Salek Ranjbarzadeh; Robab Mehdizadeh Esfanjani
Journal:  Anesth Pain Med       Date:  2014-02-08

2.  Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study.

Authors:  Huan Ying Chang; David Yan Hong Poh; Li Lian Wong; John Yin Gwee Yap; Kevin Yi-Lwern Yap
Journal:  JMIR Med Educ       Date:  2015-05-11

3.  Comparison of Electronic Learning Versus Lecture-based Learning in Improving Emergency Medicine Residents' Knowledge About Mild Induced Hypothermia After Cardiac Arrest.

Authors:  Maryam Soleimanpour; Farzad Rahmani; Mehrad Naghizadeh Golzari; Alireza Ala; Hamid Reza Morteza Bagi; Robab Mehdizadeh Esfanjani; Hassan Soleimanpour
Journal:  Anesth Pain Med       Date:  2017-07-24

4.  Digital games in medical education: Key terms, concepts, and definitions.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-09-02

Review 5.  Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

Authors:  Shoaleh Bigdeli; David Kaufman
Journal:  Med J Islam Repub Iran       Date:  2017-12-22

6.  Comparative evaluation of video-based on-line course versus serious game for training medical students in cardiopulmonary resuscitation: A randomised trial.

Authors:  David P de Sena; Daniela D Fabrício; Vinícius D da Silva; Luiz Carlos Bodanese; Alexandre R Franco
Journal:  PLoS One       Date:  2019-04-08       Impact factor: 3.240

7.  Serious Gaming and Gamification Education in Health Professions: Systematic Review.

Authors:  Sarah Victoria Gentry; Andrea Gauthier; Beatrice L'Estrade Ehrstrom; David Wortley; Anneliese Lilienthal; Lorainne Tudor Car; Shoko Dauwels-Okutsu; Charoula K Nikolaou; Nabil Zary; James Campbell; Josip Car
Journal:  J Med Internet Res       Date:  2019-03-28       Impact factor: 5.428

8.  Learner Analysis to Inform the Design and Development of a Serious Game for Nongaming Female Emerging Health Care Preprofessionals: Qualitative Sample Study.

Authors:  Kevin Glover; Alec Bodzin
Journal:  JMIR Serious Games       Date:  2020-02-06       Impact factor: 4.143

9.  The Effects of Real-Time Interactive Multimedia Teleradiology System.

Authors:  Lilac Al-Safadi
Journal:  Biomed Res Int       Date:  2016-05-17       Impact factor: 3.411

10.  Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies.

Authors:  Juan J López-Jiménez; José L Fernández-Alemán; José A García-Berná; Laura López González; Ofelia González Sequeros; Joaquín Nicolás Ros; Juan M Carrillo de Gea; Ali Idri; Ambrosio Toval
Journal:  Int J Environ Res Public Health       Date:  2021-12-15       Impact factor: 3.390

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