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SEMIO EM JOGO ®: DEVELOPMENT AND EVALUATION OF A PLAYFUL-EDUCATIONAL TECHNOLOGY FOR NURSING EDUCATION
ABSTRACT Objective: to develop a playful-educational technology for learning Nursing Semiology and Semiotics, as well as to carry out the evaluation of its playability before and after implementing adjustments with undergraduate Nursing students. Method: a methodological study that followed the plan...
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Published in: | Texto & contexto enfermagem 2023, Vol.32 |
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Main Authors: | , , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites |
Online Access: | Get full text |
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Summary: | ABSTRACT Objective: to develop a playful-educational technology for learning Nursing Semiology and Semiotics, as well as to carry out the evaluation of its playability before and after implementing adjustments with undergraduate Nursing students. Method: a methodological study that followed the planning, prototyping and production stages corresponding to the first playable version for development. For the playability evaluation, 62 students were divided into two groups: one for to evaluate the preliminary version and the other for after implementing adjustments; and, for this, the Friedman test was used, which allows detecting differences between medians of more than two paired samples, considering p-value below 5% as statistical significance. Results: the game had three sequential phases: the first addressed vital signs; the second, biosafety measures; and the third, the physical examination. Referring to the playability evaluation, it was possible to observe that the “Concentration” and “Feedback” categories and the general median presented better evaluation scores after implementing adjustments. Conclusion: the current study sought to develop a technology that would allow students attending Bachelor's degree courses in Nursing to sharpen their knowledge in Nursing Semiology and Semiotics. In addition to that, it was sought to evaluate the playability of Semio em Jogo ®; thus, it was observed that the academic community considered the game satisfactory after the modifications as much as before implementing them.
RESUMEN Objetivos: desarrollar una tecnología lúdico-educativa para la enseñanza de Semiología y Semiotécnica en Enfermería; y evaluar la facilidad de juego de una tecnología lúdico-educativa antes y después de implementar ajustes con estudiantes de la carrera de grado en Enfermería. Métodos: estudio metodológico que siguió las etapas de planificación, diseño del prototipo y producción de la primera versión apta para jugar para el desarrollo. A fin de evaluar la facilidad de juego se recurrió a 62 estudiantes divididos en dos grupos: uno para evaluar la versión preliminar y otro para luego de implementar los ajustes; y para ello se utilizó la prueba de Friedman, que permite detectar diferencias entre medianas de más de dos muestras emparejadas, considerando valores de p inferiores al 5% como significancia estadística. Resultados: el juego estuvo compuesto por tres fases secuenciales: en la primera se abordaron los signos vitales; en la segunda, l |
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ISSN: | 0104-0707 1980-265X 1980-265X |
DOI: | 10.1590/1980-265x-tce-2022-0324en |