Development of a Serious Game to Improve Nursing Students' Clinical Reasoning in the Context of Acute Heart Failure
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 28
- 试验地点
- 2
- 主要终点
- Intrinsic motivation toward SIGN@L-A
研究概览
简要总结
The aim of this study is to appreciate, using quantitative and qualitative empirical methods, the contribution of an educational video game to the engagement, the motivation, and the development of nursing students' interpretation of acute heart failure patients' health condition. Two prototypes of the same educational video game have been developed. Study participants will play with both prototypes, complete online questionnaires and be interviewed by a research assistant regarding their experience with both prototypes. Study results will serve to select the most promising prototype between the two, based on its potential to support the engagement, the motivation, and the development of nursing students' interpretation of acute heart failure patients' health condition. Study results will also serve to refine the selected prototype before conducting a larger-scale efficacy trial. As such and given the small sample number of participants that is expected, it is not planned to conduct hypothesis testing.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Crossover
- 主要目的
- Other
- 盲法
- None
盲法说明
Due to the nature of the interventions evaluated, participants cannot be blinded to group allocation. Furthermore, since the primary investigator is a PhD candidate and that this is his doctoral project, he will also not be blinded to group allocation as he will be responsible for assigning participants to one of the two intervention sequences and provide technical support, if needed.
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •As part of a Bachelor of Nursing program, to be registered in a course in which acute heart failure concepts are a focus.
排除标准
- •No exclusion criteria
结局指标
主要结局
Intrinsic motivation toward SIGN@L-A
时间窗: Up to a week after being assigned to SIGN@L-A
Measured with the corresponding subscale of the Échelle de motivation situationnelle (Guay et al., 2000). This is a self-reported 7-level Likert-type subscale (1 to 7). The overall score varies from 4 to 28 where a higher score is indicative of a greater intrinsic motivation.
Intrinsic motivation toward SIGN@L-B
时间窗: Up to a week after being assigned to SIGN@L-B
Measured with the corresponding subscale of the Échelle de motivation situationnelle (Guay et al., 2000). This is a self-reported 7-level Likert-type subscale (1 to 7). The overall score varies from 4 to 28 where a higher score is indicative of a greater intrinsic motivation.
Engagement with SIGN@L-B
时间窗: Up to a week after being assigned to SIGN@L-B
Measured with the French version of the User Engagement Scale - Short Form (Fontaine et al., 2019; O'Brien et al., 2018). This is a self-reported 5-level Likert -type scale (1 to 5). The overall score varies from 1 to 5 where a higher score is indicative of a greater engagement.
Change in clinical reasoning in the context of acute heart failure
时间窗: At baseline; between seven and fourteen days post-randomization
Measured with an ad hoc questionnaire. Ten grids are presented to the participant. In each grid, a logical network between two highlighted elements must be developed. Each element refers to a concept related to acute heart failure. Each grid is then rated incorrect (0) or correct (1). The overall score varies from 0 to 10 where a higher score indicates a better clinical reasoning in the context of acute heart failure.
Engagement with SIGN@L-A
时间窗: Up to a week after being assigned to SIGN@L-A
Measured with the French version of the User Engagement Scale - Short Form (Fontaine et al., 2019; O'Brien et al., 2018). This is a self-reported 5-level Likert -type scale (1 to 5). The overall score varies from 1 to 5 where a higher score is indicative of a greater engagement.
次要结局
- Time spent playing with SIGN@L-A(Up to a week after being assigned to SIGN@L-A)
- Degree to which the participant would like to play again with SIGN@L-A(Up to a week after being assigned to SIGN@L-A)
- Degree to which the participant would like to play again with SIGN@L-B(Up to a week after being assigned to SIGN@L-B)
- Favorite prototype of the serious game(Up to 14 days post-randomization)
- Time spent playing with SIGN@L-B(Up to a week after being assigned to SIGN@L-B)
研究者
Marc-André Maheu-Cadotte
Student
Université de Montréal
