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The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study
BACKGROUND: Delirium is a neuropsychiatric syndrome that affects patients’ attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of eff...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7465326/ https://www.ncbi.nlm.nih.gov/pubmed/32873285 http://dx.doi.org/10.1186/s12909-020-02210-5 |
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author | Buijs-Spanjers, Kiki R. Harmsen, Anne Hegge, Harianne H. Spook, Jorinde E. de Rooij, Sophia E. Jaarsma, Debbie A. D. C. |
author_facet | Buijs-Spanjers, Kiki R. Harmsen, Anne Hegge, Harianne H. Spook, Jorinde E. de Rooij, Sophia E. Jaarsma, Debbie A. D. C. |
author_sort | Buijs-Spanjers, Kiki R. |
collection | PubMed |
description | BACKGROUND: Delirium is a neuropsychiatric syndrome that affects patients’ attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of effective delirium education. Serious games are both entertainment and an interactive, safe learning environment where players can experiment and create new knowledge. They have the potential to contribute to improved delirium education. We used a video-based serious games’ narrative to explore aspects essential to enhance students’ attitudes and learning experiences regarding delirium. METHODS: We created a semi-structured interview guide and interviewed seven nursing and nine medical students about their attitudes and learning experiences, after they had played the game. A qualitative descriptive design and inductive content analysis with constant comparison were used. RESULTS: The patient’s and nurse’s perspective, interactivity to experiment, realistic views on care options, and feedback on care actions were important for enhancing students’ attitudes and learning experiences regarding delirium. Students felt these aspects encouraged them to get actively involved in and experiment with the study material, which in turn led to enhanced reflection on delirium care and education. Our findings highlight the importance of a more patient-oriented focus to delirium education to drive attitudinal change. Students’ learning experiences were further enhanced through their affective responses provoked by the perspectives, interactivity, realism, and feedback. CONCLUSIONS: Students considered the characters’ perspectives, interactivity, realism, and feedback important aspects of the game to enhance their attitudes towards delirious patients and enrich their learning experiences. A patient-oriented narrative provides a clinically relevant experience in which reflection plays an important role. The serious game also serves as medium to actively experiment with care solutions to create better understanding of how healthcare professionals can influence a delirious patient’s experience. |
format | Online Article Text |
id | pubmed-7465326 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-74653262020-09-02 The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study Buijs-Spanjers, Kiki R. Harmsen, Anne Hegge, Harianne H. Spook, Jorinde E. de Rooij, Sophia E. Jaarsma, Debbie A. D. C. BMC Med Educ Research Article BACKGROUND: Delirium is a neuropsychiatric syndrome that affects patients’ attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of effective delirium education. Serious games are both entertainment and an interactive, safe learning environment where players can experiment and create new knowledge. They have the potential to contribute to improved delirium education. We used a video-based serious games’ narrative to explore aspects essential to enhance students’ attitudes and learning experiences regarding delirium. METHODS: We created a semi-structured interview guide and interviewed seven nursing and nine medical students about their attitudes and learning experiences, after they had played the game. A qualitative descriptive design and inductive content analysis with constant comparison were used. RESULTS: The patient’s and nurse’s perspective, interactivity to experiment, realistic views on care options, and feedback on care actions were important for enhancing students’ attitudes and learning experiences regarding delirium. Students felt these aspects encouraged them to get actively involved in and experiment with the study material, which in turn led to enhanced reflection on delirium care and education. Our findings highlight the importance of a more patient-oriented focus to delirium education to drive attitudinal change. Students’ learning experiences were further enhanced through their affective responses provoked by the perspectives, interactivity, realism, and feedback. CONCLUSIONS: Students considered the characters’ perspectives, interactivity, realism, and feedback important aspects of the game to enhance their attitudes towards delirious patients and enrich their learning experiences. A patient-oriented narrative provides a clinically relevant experience in which reflection plays an important role. The serious game also serves as medium to actively experiment with care solutions to create better understanding of how healthcare professionals can influence a delirious patient’s experience. BioMed Central 2020-09-01 /pmc/articles/PMC7465326/ /pubmed/32873285 http://dx.doi.org/10.1186/s12909-020-02210-5 Text en © The Author(s) 2020 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Article Buijs-Spanjers, Kiki R. Harmsen, Anne Hegge, Harianne H. Spook, Jorinde E. de Rooij, Sophia E. Jaarsma, Debbie A. D. C. The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
title | The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
title_full | The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
title_fullStr | The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
title_full_unstemmed | The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
title_short | The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
title_sort | influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7465326/ https://www.ncbi.nlm.nih.gov/pubmed/32873285 http://dx.doi.org/10.1186/s12909-020-02210-5 |
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