| Literature DB >> 34812778 |
Hai Hu1, Xiaoqin Lai, Longping Yan.
Abstract
Improving nursing students' understanding of the novel COVID-19 is an essential component of their education. We designed and developed a serious game-based computer learning application that requires nursing students to solve problems through simulated cases. This study aimed to compare knowledge mastery among nursing students who used this teaching method versus those who received online lectures. A retrospective observational study was conducted using preclass, postclass, and final test scores of 130 students retrieved from the university's database of test scores. Both teaching methods produced significant increases in short-term knowledge of COVID-19. There was no statistical difference between the two methods in pre- and postclass scores; however, the serious game group scored higher than the online lecture group in knowledge retention. In summary, the serious game application is a potentially effective method for COVID-19 education among nursing students, particularly in terms of its capacity for improved knowledge retention.Entities:
Mesh:
Year: 2021 PMID: 34812778 PMCID: PMC8993759 DOI: 10.1097/CIN.0000000000000857
Source DB: PubMed Journal: Comput Inform Nurs ISSN: 1538-2931 Impact factor: 1.985
FIGURE 1General overview of the study procedure. Q&A, questions and answers. The figure shows the teaching and testing processes for the two groups of students. The 3-hour online course was developed due to the novel COVID-19 pandemic.
Characteristics of Both the Lecture Group and the Game Group
| Item | The Lecture Group | The Game Group |
|
|---|---|---|---|
| (n = 65) | (n = 60) | ||
| Sex | |||
| Male | 11 (16.92%) | 9 (15.00%) | .770 |
| Female | 54 (83.08%) | 51 (85.00%) | |
| Age, y | 23.98 ± 0.70 | 24.03 ± 0.74 | .704 |
| Test score | |||
| Preclass test | 4.20 ± 1.25 | 4.28 ± 1.17 | .702 |
| Postclass test | 7.49 ± 2.35 | 7.67 ± 1.62 | .633 |
| Final test | 6.67 ± 1.80 | 7.47 ± 1.35 | .006* |
*P < .05.
FIGURE 2Score curves for all groups during preclass, postclass, and final test phases. The dotted line represents the mean score for the lecture group, and the solid line represents the mean score for the game group.
Pairwise Comparisons to the Tests of Three Time Points
| Pairs | Mean Difference | SE |
| 95% CI |
|---|---|---|---|---|
| The lecture group | ||||
| Preclass test vs postclass test | −3.292 | 0.240 | .000* | −3.882 to −2.702 |
| Preclass test vs final test | −2.477 | 0.176 | .000* | −2.909 to −2.045 |
| Postclass test vs final test | 0.815 | 0.214 | .001* | 0.290 to 1.341 |
| The game group | ||||
| Preclass test vs postclass test | −3.383 | 0.228 | .000* | −3.945 to −2.821 |
| Preclass test vs final test | −3.183 | 0.189 | .000* | −3.650 to −2.717 |
| Postclass test vs final test | 0.200 | 0.193 | .910* | −0.275 to 0.675 |
*α′ = .0167 (Bonferroni correction) and P < α′. There was significant difference between the pairs.
95% CI, 95% confidence interval.