Detalhes do Documento

ducational technology teaching Nursing students on clinical evaluation of prete...

Autor(es): Fonseca, Luciana M M cv logo 1 ; Apóstolo, Jorge Manuel Amado cv logo 2 ; Fernandes, Ananda Maria cv logo 3 ; Batalha, Luís Manuel da Cunha cv logo 4 ; Martins, José Carlos Amado cv logo 5

Data: 2013

Origem: Repositório Científico da Escola Superior de Enfermagem de Coimbra

Assunto(s): Neonatal Nursing; Educational Technology; Learning; Physical Examination; Premature.; ;


Descrição
Introduction: The serious games help the process of teaching and learning not only related to clinical skills of students, but also in developing notions of communication and research. Objective: (1) To verify the cognitive performance of nursing students in the clinical assessment of premature influenced by the association between formal classes and a virtual learning environment (VLE), and a serious game; (2) To evaluate the satisfaction of the students regarding the use of serious games e-Baby. Methodology: It is a quasi-experiment study with Portuguese nursing students enrolled in the last year of the course (n = 14). The educational intervention consisted of a semi-presencial course (60 hours) with allocation of digital tools Physical Examination of the Preterm baby and e-Baby available in a VLE (Moodle®) and moments of average fidelity simulation. The group's performance was analysed using the Wilcoxon test (performance score = post-test - pre-test) considering ? = 0.05. The simulation variable was analysed separately, and a part of the students took the test before the class with simulation and other students took the test after, and there was no statistically significant difference. It is for descriptive statistics on the theme that learning increasingly improved every step that was evaluated. The Wilcoxon statistical test showed significant difference when comparing the learning obtained from baseline considering all students / n = 14 (p = 0.001). With respect to performance comparison between the experimental and control groups, there was no statistically significant difference using the non-parametric Mann-Whitney test (p = 0.845). The results of evaluation were very satisfactory highlighting that students judged the serious game positively in all aspects evaluated and reinforce that even with all these advantages, the teacher cannot be replaced, ie, the resource consists of a tool auxiliary. The technology can be an important tool for teaching innovation and motivation of learning, considering the performance of students and their satisfaction in using the serious game and virtual learning environment.
Tipo de Documento Artigo
Idioma Inglês
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Fundação para a Ciência e a Tecnologia Universidade do Minho   Governo Português Ministério da Educação e Ciência Programa Operacional da Sociedade do Conhecimento União Europeia