The impact of a Web-based educational program on the recognition and management of deteriorating patients
- Authors: Liaw, Sok , Chng, Devon , Wong, Lai , Ho, Jasmine , Mordiffi, Siti , Cooper, Simon J. , Chua, Wei , Ang, Emily
- Date: 2017
- Type: Text , Journal article
- Relation: Journal of Clinical Nursing Vol. 26, no. 23-24 (2017), p. 4848-4856
- Full Text: false
- Reviewed:
- Description: Aims and objectives: To evaluate the effectiveness of a Web-based educational program to enhance enrolled nurses’ knowledge and skills in the recognition and management of deteriorating patients. Background: Ward nurses of different skill levels play a pivotal role in detecting and responding to deteriorating patients. A skill mix of registered nurses, enrolled nurses, licensed practical nurses or healthcare assistants is often employed for the provision of nursing care in acute settings. Non-registered nurses frequently perform bedside care and are in the best position to detect deteriorating patients and initiate immediate actions, including commanding the attention of registered nurses. Education is needed to improve the knowledge and skills of these nurses. Design: A randomised controlled trial with a pretest–post-test design. Methods: The sample included enrolled nurses from an acute care tertiary hospital. Following a baseline evaluation, the experimental group received a Web-based educational intervention. Pre–post assessment of skills and knowledge was performed with a simulated scenario and a knowledge questionnaire. Sixty-four nurses completed the entire study. Results: Following the intervention, participants from the experimental group were significantly more likely than those in the control group to monitor the patient's respiratory and pulse rates. In addition, they had significantly higher post-test mean scores for knowledge and skills in assessing and managing clinical deterioration and reporting deterioration. Conclusion: The Web-based educational intervention significantly improved enrolled nurses’ knowledge and skills in the recognition and management of a deteriorating patient in a simulated setting. Relevance to clinical practice: Ease of access to the Web-based platform contributed to the feasibility and acceptability of this study, which has the potential to positively impact patient safety. © 2017 John Wiley & Sons Ltd
Digital serious games in developing nursing clinical competence : a systematic review and meta-analysis
- Authors: Thangavelu, Dhivya , Tan, Apphia , Cant, Robyn , Chua, Wei , Liaw, Sok
- Date: 2022
- Type: Text , Journal article , Review
- Relation: Nurse Education Today Vol. 113, no. (2022), p.
- Full Text: false
- Reviewed:
- Description: Objective: This review aimed to synthesise evidence from experimental studies of the application of digital serious games in developing nursing clinical competence. Design: Systematic review and meta-analysis. Data sources: Eight databases were searched for randomized controlled trials and quasi-experimental studies published in English from 2000 to 2021. Review methods: Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were adopted in this review. Quality appraisal was conducted using Cochrane's Risk of Bias tool and the Joanna Brigg's Institute Critical Appraisal Tool for Quasi-Experimental Designs. A narrative synthesis of studies, and a meta-analysis and subgroup analysis, was performed on the study outcomes. Results: 22 experimental studies including 13 randomized controlled trials and nine quasi-experimental studies were included. Of these, 19 studies examined nursing students and three examined qualified nurses. These studies applied serious games to develop nursing competencies in management of nursing care, clinical reasoning skills, procedural skills, legal practice and quality improvement. Compared with control groups, serious games improved knowledge (SMD = 1.30, 95% CI [0.75, 1.86]) and skills (SMD = 0.38, 95% CI [0.17, 0.60]). Subgroup analysis for both knowledge and skills outcomes demonstrated that serious games were more effective than control groups with either no intervention or other educational interventions. A large effect size (SMD = 1.13, 95% CI [0.91, 1.34]) was found in favour of serious games for improving knowledge scores in management of nursing care. Conclusion: The reviewed studies identified a broad application of digital serious games for developing nursing competencies. The knowledge and skills performance outcomes supported the use of serious games, which were found to be superior to conventional educational interventions. More serious games are required to be incorporated into undergraduate and continuing nursing education for workplace training, with more rigorous studies examining the effect of serious games in improving the quality and safety of clinical nursing practice. © 2022 Elsevier Ltd