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The escape room as evaluation method: A qualitative study of nursing students' experiences

机译:逃生室作为评估方法:对护理学生经验的定性研究

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Purpose: Gamification or learning using game elements is a process that seeks to capture students' interest. One of the most popular games in recent years is the Escape Room, but the study of its use in education and with health professionals is still limited. The aim of this study was to find out the perceptions and experiences of final year nursing students in an Objective Structured Clinical Examination (OSCE) by means of an Escape Room. Methods: In January 2019, 9 focus groups (FG) were held, with a total of 95 final year nursing students. We applied a qualitative content analysis approach and ATLAS.ti version 8 was used for data analysis. Results: The data revealed 3 main themes and 8 sub-themes. The three main themes, which were mapped to the conceptual framework, were student learning outcomes, emotional impact on students and conclusions on the serious games experience. Both the main themes and the sub-themes were illustrated using representative quotes from the participants. Conclusions: These results can help to apply these methodologies, such as the Escape Room, alongside other pre-existing ones, complementing the way in which students are assessed and the development of important nursing skills, such as teamwork and communication.
机译:目的:使用游戏元素的游戏或学习是一种寻求捕捉学生兴趣的过程。近年来最受欢迎的游戏之一是逃生室,但对其教育和健康专业人士的使用仍然有限。本研究的目的是通过逃生室找出最终一年护理学生的看法和经验。方法:2019年1月,举行了9次重点小组(FG),共有95名审查学生。我们应用了定性内容分析方法,Atlas.ti版本8用于数据分析。结果:数据显示了3个主题和8个子主题。映射到概念框架的三个主要主题是学生学习成果,对学生的情感影响以及关于严重游戏经验的结论。使用来自参与者的代表性报价来说明主要主题和子主题。结论:这些结果可以帮助应用这些方法,例如逃生室,以及其他预先存在的方法,补充学生评估和发展重要护理技能的方式,例如团队合作和沟通。

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