Gamificación en estudiantes de enfermería para la adquisición de competencias en soporte vital básico y avanzado

  1. GARRIDO MOLINA, JOSÉ MIGUEL
Dirigida por:
  1. Verónica Victoria Márquez Hernández Director/a
  2. Gabriel Aguilera Manrique Codirector/a

Universidad de defensa: Universidad de Almería

Fecha de defensa: 21 de abril de 2022

Tribunal:
  1. Daniel Catalán Matamoros Presidente/a
  2. Diana Jiménez Rodríguez Secretario/a
  3. César Leal Costa Vocal

Tipo: Tesis

Teseo: 714693 DIALNET lock_openriUAL editor

Resumen

Introduction: Cardiorespiratory Arrest is the main cause of sudden death, constituting a problem of the first magnitude for public health emerging worldwide to 3.7 million people a year. Training in nursing, as in many other disciplines, has been adapting to the different changes that have taken place in Health Sciences. Effective Life Support training requires optimal use of educational strategies. On many occasions, it is the nursing staff who determines the Cardiorespiratory Arrest and begins life support techniques. An effective way to increase the skills acquired in Basic and Advanced Life Support in the nursing degree could be the gamification of the subject. Objectives: General objective: To analyze the acquisition of skills in Basic and Advanced Life Support through gamification in nursing students. Specific objectives: (1) Know the state of the international literature on Basic and Advanced Life Support; (2) Adapt and validate the Gameful Experience Scale (GAMEX) in nursing students; (3) Design and implement an application to evaluate Basic and Advanced Life Support skills in nursing students through gamification. Methodology: The studies included in the publications of this doctoral thesis included a cross-sectional descriptive study (article 2) and a quasi-experimental study (article 3). In addition, software developed by Montoya et al. (article1) for the automatic collection of bibliographic data from scientific publications through the use of the API interface of the Scopus database during the month of April 2020. Data collection was carried out through questionnaires in a convenience sample of 226 (article2 ) and 184 (article 3), all of them students in the second year of the Nursing Degree at the University of Almería between the month of December 2018 (article 2) and the months of February/March 2020 (article 3). The data was analyzed using the statistical package SPSS version 24 (article 2) and SPSS version 23 (article 3). A p>0.05 was considered significant. Results: (Article 1) a total of 17,917 results were obtained, with a total of 60,226 relationships and 53,634 authors. Considering the authors, the highest percentage, 28%, came from the United States, followed by 13% of authors from Japan. In third place was China with 11% authorship. 6 communities were detected where 38.56% corresponded to Cardiac Arrest, 21.8% to Cardiopulmonary Resuscitation, 17.16% to Life Support Training and Education, 12.45% to Ethics and Decision Making in cardiac arrest, 4.77% to therapeutic treatment and 3.72% to life support techniques. (Article 2) the Kaiser-Meyer-Olkin (KMO) test to examine the sample adequacy was 0.875, being greater than the minimum acceptable value of 0.70. Bartlett's sphericity test was significant (X2(351)= 3755.142, p<0.05). The results of these tests indicated that the factor analysis was appropriate. A 6-factor structure was confirmed. Total Cronbach's α value was 0.855. Considering each dimension, the Cronbach's α values were: 0.843 (enjoyment), 0.898 (absorption), 0.865 (creative thinking), 0.790 (activation), 0.841 (absence of negative effects), 0.860 (mastery). To assess the reliability of each item, the value of Cronbach's α was taken into consideration. In the test-retest reliability analysis, a correlation level of 0.89 (p<0.05) was obtained. (Article 3) The game was developed based on the reviewed literature, and the criteria of the panel of experts. It was piloted with 10 students, who indicated an adequate level of content and usability of 97%. The control group obtained a mean score of 6.90±1.45, while the experimental group obtained a score of 7.72±1.43. A test re-test was performed with the knowledge test at 3 weeks, observing statistically significant differences between the results of the control group and the experimental group (U=1185.000; Z=-2.956; P=0.003), so that the group experimental obtained a score of 9.56±0.89, and the control group of 7.80±6.43. In the gaming experience scale (Gamex), the following mean scores were obtained for each dimension: Enjoyment 4.42±1.21; Absorption 3.13±1.10; Creative thinking 3.53±1.05; Activation 3.59±0.84; Absence of negative effects 1.63±0.96; and Domain 3.39±1.03. Regarding the results of each item, the participants indicated high scores in all dimensions, except in the absence of negative effects. Conclusions: (Article 1) Cardiac Arrest remains one of the leading causes of death worldwide, and appropriate action is essential to increase the survival of victims. For this reason, the terms Cardiac Arrest and Cardiopulmonary Resuscitation constitute the two main elements in the research found on the subject. Regarding Cardiac Arrest, the research focuses mainly on the out-of-hospital setting, while for Cardiopulmonary Resuscitation, the most important research focuses on the mechanisms and hospital treatment. (Article 2) the adapted version of the scale obtained good results in terms of reliability and validity, which indicates that it is an adequate instrument to measure the experience in the game in the training of nursing students. (Article 3) the developed App has shown to have good content and easy usability, improving the level of knowledge and retention of nursing students. In addition, the students reported a good gaming experience with no negative effects on their learning in basic and advanced life support.