Development of an Educational Video Game to Improve Nursing Students' Reasoning With Acute Heart Failure Patients
- Conditions
- MotivationHeart Failure
- Interventions
- Other: SIGN@L-AOther: SIGN@L-B
- Registration Number
- NCT04592432
- Lead Sponsor
- Marc-André Maheu-Cadotte
- Brief Summary
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.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 28
- As part of a Bachelor of Nursing program, to be registered in a course in which acute heart failure concepts are a focus.
- No exclusion criteria
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- CROSSOVER
- Arm && Interventions
Group Intervention Description SIGN@L-A followed by SIGN@L-B SIGN@L-B Participants in this arm will have access to the prototype "SIGN@L-A" of the serious game for seven days. They will have access to this prototype from their personal computer and will be able to play with it whenever they want and for how long they wish during this period. After these seven days, they will have access the same way to the prototype "SIGN@L-B". SIGN@L-B followed by SIGN@L-A SIGN@L-A Participants in this arm will have access to the prototype "SIGN@L-B" of the serious game for seven days. They will have access to this prototype from their personal computer and will be able to play with it whenever they want and for how long they wish during this period. After these seven days, they will have access the same way to the prototype "SIGN@L-A". SIGN@L-B followed by SIGN@L-A SIGN@L-B Participants in this arm will have access to the prototype "SIGN@L-B" of the serious game for seven days. They will have access to this prototype from their personal computer and will be able to play with it whenever they want and for how long they wish during this period. After these seven days, they will have access the same way to the prototype "SIGN@L-A". SIGN@L-A followed by SIGN@L-B SIGN@L-A Participants in this arm will have access to the prototype "SIGN@L-A" of the serious game for seven days. They will have access to this prototype from their personal computer and will be able to play with it whenever they want and for how long they wish during this period. After these seven days, they will have access the same way to the prototype "SIGN@L-B".
- Primary Outcome Measures
Name Time Method Intrinsic motivation toward SIGN@L-A 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 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 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 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 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.
- Secondary Outcome Measures
Name Time Method Time spent playing with SIGN@L-A Up to a week after being assigned to SIGN@L-A Self-reported number of minutes estimated to have been spent playing.
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 Measured with a self-reported 10-point scale (0: not at all; 10; a lot). The score varies from 0 to 10 where a higher score indicates a higher degree to which the participant would like to play again with the serious game.
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 Measured with a self-reported 10-point scale (0: not at all; 10; a lot). The score varies from 0 to 10 where a higher score indicates a higher degree to which the participant would like to play again with the serious game.
Favorite prototype of the serious game Up to 14 days post-randomization Participants indicate on a questionnaire which prototype they preferred (SIGN@L-A or SIGN@L-B)
Time spent playing with SIGN@L-B Up to a week after being assigned to SIGN@L-B Self-reported number of minutes estimated to have been spent playing.
Trial Locations
- Locations (1)
Université de Montréal
🇨🇦Montreal, Quebec, Canada