Introduction
Today, despite the development of modern medicine and emergency medical systems, the rapid increase in cardiac arrest patients in hospitals and the low survival rate in this group is recognized as an important global health problem [
1,
2]. Among medical personnel in hospitals, nurses account for 75% of first responders in the event of cardiac arrest, and nurses’ advanced cardiopulmonary resuscitation (ACPR) capabilities are directly related to patient survival [
3,
4]. Therefore, systematic education should be implemented in undergraduate courses so that nursing students, as future nurses, can develop competencies for effectively performing ACPR [
5].
Education to strengthen nursing students’ ACPR competencies should not only aim to improve basic knowledge and performance but also foster nurses’ confidence and independent problem-solving skills [
6]. Further, through experiential learning that can trigger learners’ interest and engagement, rather than theory-based education, it is necessary to meet the expectations of learning transfer, which is the individual’s perception that learning content will lead to performance [
7‐
9]..
Today’s nursing students develop problem-solving skills through trial and error, and seek clear rewards and feedback for their efforts [
10]. They are digital natives, called so because of their familiarity with information and communication technology [
11,
12]. Therefore, web-based serious games intentionally produced for educational purposes and operating on websites through Internet interfaces are attracting attention as an active learning method apt for today’s nursing students [
13].
However, since web-based serious games in the nursing field are currently in the introduction stage there are only research using serious games for the purpose of simple interest and fun instead specific presentation of reward and achievement-based feedback elements based on design models and learning outcomes through game experiences [
14,
15].. In addition, it is limited to simple skill education such as blood transfusion, urethral Catheterization, and management of tracheostomy tubes [
16‐
18]. Therefore, it is necessary to develop a nursing education program based on a systematic design model to strengthen the ACPR competency of nursing students.
Garris et al.’s [
19] Input Process Outcome Model of Serious Game Design [IPO] is a learning experience based on system feedback, and a model that clearly presents the process of creating learning outcomes through games by presenting a debriefing process that links knowledge and experience to learning outcomes [
19,
20]. In the context of team-based emergency management, serious games for medical and nursing students are reported to be effective in improving teamwork and communication skills by providing indirect experience and debriefing opportunities pertaining to emergency situations otherwise difficult to experience through clinical practice [
12]. Further, a serious game visualizing disaster situation and combining the game characteristics of the IPO model and the severity classification training content has been found to be effective in promoting nursing students’ severity classification knowledge, confidence in performance, and learning transfer [
9].
Therefore, the web-based serious game to which the IPO model is applied is effective in strengthening the ACPR competency of nursing students by implementing realistic digital contents that are difficult to directly experience cardiac arrest situations and providing realistic experiential classes centered on immediate feedback and interaction. It can be used as an educational strategy. Accordingly, this study aims to develop and apply a web-based serious game-based ACPR nursing education program to test the effects of nursing students’ knowledge of advanced cardiac resuscitation, performance, confidence in the performance, problem-solving ability, and learning transfer expectations.
Result
Prior homogeneity test based on general characteristics and dependent variables
Most of the participants were female students, and their grades based on self-report were in the middle of the previous semester (Table
2). In the homogeneity test of the two groups, there were no general characteristics that showed a statistically significant difference between them. The preliminary homogeneity test with the dependent variables, knowledge, performance ability, confidence in performance, and problem-solving ability, revealed no statistically significant difference between the experimental and control groups across all variables, and homogeneity was secured.
Table 2
Prior homogeneity test about general characteristics and dependent variable (N = 42)
Gender* | Male | 1(4.7) | 2(9.6) | 0.31 | 1.000 |
Female | 20(95.3) | 19(90.4) | | |
Grade* | 2nd | 16(76.2) | 16(76.2) | 0.00 | 1.000 |
3nd | 5(23.8) | 5(23.8) | | |
Previous semester result * | < 3.0 | 4(19.0) | 4(19.0) | 0.00 | 1.000 |
3.0–3.5 | 6(28.6) | 6(28.6) | | |
3.5–4.0 | 9(42.8) | 9(42.8) | | |
4.0–4.5 | 2(9.6) | 2(9.6) | | |
Major Satisfaction* | High | 12(61.9) | 15(71.5) | 7.17 | .099 |
Average | 6(28.6) | 5(23.8) | | |
| Low | 2(9.5) | 1(4.7) | | |
ACPR Knowledge | 52.14 ± 19.07 | 53.33 ± 13.54 | 0.23 | .817 |
ACPR Performance Ability | 2.39 ± 0.88 | 2.60 ± 0.64 | 0.87 | .385 |
ACPR Confidence in Performance | 3.50 ± 1.97 | 3.54 ± 1.69 | 0.06 | .947 |
Problem-Solving Ability | 3.35 ± 0.55 | 3.22 ± 0.42 | −0.81 | .420 |
Differences in ACPR knowledge, performance ability, confidence in performance, and problem-solving ability between the two groups before and after education
Table
3 shows that the experimental group’s ACPR knowledge was 52.14 ± 19.07 before intervention, 81.19 ± 8.50 after intervention, and 78.10 ± 8.87 2 weeks after intervention, which was higher than the control group results (53.33 ± 13.54 before, 71.42 ± 11.95 after, and 59.76 ± 11.00 after 2 weeks). Each group (
F = 8.21,
p = .007), each time point (
F = 11.60,
p < .001), and the interaction between time point and group all showed statistically significant differences (
F = 44.09,
p < .001). The experimental group’s ACPR performance ability was 2.39 ± 0.88 before intervention, 3.99 ± 0.63 after intervention, and 4.03 ± 0.56 2 weeks after intervention, higher than the control group (2.60 ± 0.64 before, 3.46 ± 0.61 after, and 3.34 ± 0.53 after 2 weeks). There was no significant difference between groups (
F = 3.10,
p = .086), but the time point (
F = 248.33,
p < .001) and the interaction between time point and group showed statistically significant differences (
F = 28.91,
p < .001).
Table 3
Differences in ACPR knowledge, performance ability, confidence in performance, and problem-solving ability between two groups before and after education (N = 42)
ACPR Knowledge |
Pretest | 52.14 ± 19.07 | 53.33 ± 13.54 | 0.23 | .817 | Group | 8.21 | .007 |
Posttest | 81.19 ± 8.50 | 71.42 ± 11.95 | −3.05 | .004 | Time | 11.60 | <.001 |
After 2 weeks | 78.10 ± 8.87 | 59.76 ± 11.00 | −5.94 | <.001 | Group*Time | 44.09 | <.001 |
ACPR Performance Ability |
Pretest | 2.39 ± 0.88 | 2.60 ± 0.64 | 0.87 | .385 | Group | 3.10 | .086 |
Posttest | 3.99 ± 0.63 | 3.46 ± 0.61 | −2.73 | .009 | Time | 248.33 | <.001 |
After 2 weeks | 4.03 ± 0.56 | 3.34 ± 0.53 | −4.02 | <.001 | Group*Time | 28.91 | <.001 |
ACPR Confidence in Performance |
Pretest | 3.50 ± 1.97 | 3.54 ± 1.69 | 0.06 | .947 | Group | 199.30 | <.001 |
Posttest | 7.91 ± 1.34 | 5.84 ± 1.20 | −5.24 | <.001 | Time | 22.05 | <.001 |
After 2 weeks | 8.15 ± 1.13 | 5.79 ± 1.27 | −6.35 | <.001 | Group*Time | 13.95 | <.001 |
Problem-Solving Ability |
Pretest | 3.35 ± 0.55 | 3.22 ± 0.42 | −0.81 | .420 | Group | 23.88 | <.001 |
Posttest | 4.08 ± 0.44 | 3.32 ± 0.42 | −5.60 | <.001 | Time | 49.64 | <.001 |
After 2 weeks | 4.16 ± 0.39 | 3.23 ± 0.36 | −7.96 | <.001 | Group*Time | 39.86 | <.001 |
The experimental group’s ACPR confidence in performance was 3.50 ± 1.97 before intervention, 7.91 ± 1.34 after intervention, and 8.15 ± 1.13 2 weeks after intervention, which was higher than the control group (3.54 ± 1.69 before, 5.84 ± 1.20 after, and 5.79 ± 1.27 after 2 weeks). Each group (F = 199.30, p < .001), time point (F = 22.05, p < .001), and the interaction between time point and group showed statistically significant differences (F = 13.95, p < .001). The problem-solving ability of the experimental group was 3.35 ± 0.55 before intervention, 4.08 ± 0.44 after intervention, and 4.16 ± 0.39 2 weeks after intervention, which was higher than the results of the control group (3.22 ± 0.42 before, 3.32 ± 0.42 after, and 3.23 ± 0.36 after 2 weeks). Statistically significant differences were noted by group (F = 23.88, p < .001), time point (F = 49.64 p < .001), and the interaction between time point and group (F = 39.86, p < .001).
Differences in learning transfer expectation between the two groups after education
Table
4 shows that the learning transfer expectation in the experimental group was 4.84 ± 0.20 points post-survey and 4.87 ± 0.19 points 2 weeks after, which was higher than that of the control group (4.20 ± 0.48 points post-survey and 3.97 ± 0.47 points 2 weeks after), and each group (
F = 51.57
p = .016), time point (
F = 6.38
p < .001), and the interaction between time point and group (
F = 11.75,
p < .001) all showed statistically significant differences.
Table 4
Differences in learning transfer expectation two groups after education (N = 42)
Posttest | 4.84 ± 0.20 | 4.20 ± 0.48 | −5.60 | <.001 | Group | 51.57 | .016 |
After 2 weeks | 4.87 ± 0.19 | 3.97 ± 0.47 | −8.06 | <.001 | Time | 6.38 | <.001 |
| | | | | Group*Time | 11.75 | <.001 |
ACPR game evaluation
Analyzing the evaluation of the experimental group on the ACPR game, we obtained the result of 3.24 ± 0.19 points out of 4 points. Among them, the teaching-learning goal and content item showed the highest score with 3.89 ± 0.17 points, while the technical item showed the lowest score with 3.66 ± 0.53 points.
Discussion
In this study, a nursing education program was developed using the IPO model proposed by Garris et al. [
19] as a theoretical framework. Further, a web-based serious game, centered on realistic digital content and immediate feedback and interaction, was used to improve learning transfer expectations by inducing learners’ interest. In the input stage of the IPO model, the nursing education program was designed by deriving the educational contents that should be included in the ACPR training through literature analysis and expert validity. Additionally, by including the selected educational content and the five-game characteristics of the IPO model’s goal, rules, competition, and confidence control, we tried to spark learners’ interest and enhance learning effects.
This study aimed to boost learning transfer expectations in nursing education by combining realistic digital content with the gamified features of the IPO model. Learning transfer expectations, a crucial link between educational content and performance, should be considered in designing effective nursing education programs [
27]. To achieve this, using realistic digital content to engage learner interest is essential [
9]. Building on prior research, the study employed strategies like first-person video shooting [
34] and incorporating background music to create urgency [
35]. Therefore the nursing education program was effective in enhancing learning transfer expectations. And also, In the follow-up, the experimental group’s expectations improved compared to the control group, indicating sustained program effectiveness. These findings align with the positive impact of the IPO model-based game on learning transfer expectations in nursing students [
9]. However, it’s important to note that the measured expectations are subjective views on future learning transfer, not the direct application of training knowledge to work. Future research should conduct long-term and follow-up studies targeting nursing students, assessing the impact on work performance in real clinical settings to determine the effectiveness of learning transfer through gamified approaches.
The nursing education program in this study was effective in improving the knowledge of ACPR. At the two-week follow-up, the reduction in knowledge of the experimental group tended to be significantly lower than that of the control group. This is consistent with the research results that the IPO model-based triage serious game and the experiential game model-based transfusion nursing serious game are more effective in improving knowledge than traditional lectures [
9,
18,
19,
36]. However, when simple game characteristics were used without the presentation of a design model, previous studies showed no effect of improving knowledge compared to traditional lectures [
37]. Therefore, to develop an effective nursing education program, a structured approach based on a design model is required to achieve an appropriate balance between educational content and games [
19,
20].
The nursing education program in this study was also effective in improving the performance ability of nursing students. Additionally, at two-week follow-up, unlike the control group, the experimental group’s performance ability improved. This was similar to the results of studies that showed that a serious game for nursing students with COVID-19 patients and a serious game on transfusion nursing for nurses had a positive effect on performance ability improvement [
18,
37]. Based on previous studies, this study is considered to have improved performance ability because it provided realistic digital content, immediate feedback, and repeated performance [
38]. However, the nursing education program in this study evaluated the performance ability of ACPR in a web-based virtual environment, and has limitations in that it did not provide an opportunity to perform more realistic nursing practice and did not conduct an objective evaluation of the same. Therefore, in the future, it is necessary to conduct research using various virtual reality motion recognition devices so that learners can directly perform ACPR in a serious game.
The nursing education program in this study was effective in improving nursing students’ confidence in performance. Further, at two-week follow-up, the confidence in performance of the control group decreased, while the experimental group showed improved results. This is similar to the results of previous studies showing that COVID-19-related nursing serious games, blood transfusion nursing serious games, and web-based nursing education programs for patients with acute heart disease are effective in improving confidence in performance and self-efficacy in nursing students [
5,
18,
37]. Therefore, it is necessary to develop a nursing education program that can provide continuous clinical practice mastery and successful experience in nursing performance based on scenarios that reflect the clinical situation to improve nursing students’ confidence in performance.
Further, the nursing education program in this study was found to be effective in improving the problem-solving ability of nursing students. At follow-up, unlike the control group, the problem-solving ability of the experimental group improved. Based on the IPO model, this study provides a means to induce learner judgment and learner behavior in the game process stage, and presents a problem-solving method for learner behavior through system feedback, so that learners can independently identify and clarify problems in cardiac arrest situations [
19,
20].. Additionally, after the game, self-reported written debriefing and individual feedback were provided to facilitate learners’ structural reflection and improve their problem-solving abilities. However, in the case of this study, there is a limitation in that the effect of interaction is lacking due to the lack of opportunities for open communication between colleagues who act as facilitators in the debriefing process. Therefore, in future research, it is suggested to add a group debriefing function in the form of real-time discussion through simultaneous access by learners to maximize interactions between learners.
Implications for practice
This study developed a nursing education program based on the IPO model as a theoretical framework and implemented it with nursing students. Additionally, through systematic feedback and debriefing sessions, learners engaged in self-evaluation and reflection on the educational content. It was demonstrated to be effective in enhancing knowledge of ACPR, performance ability, confidence in performance, problem-solving ability, and learning transfer expectation. Thus, the nursing education program in this study can serve as a comprehensive ACPR competency enhancement program, facilitating the integration of theoretical knowledge and practical skills in managing cardiac arrest situation, which are often challenging to encounter in clinical practice. Furthermore, it can bolster the ACPR proficiency of nursing students, equipping them to conduct successful resuscitation maneuvers in clinical settings. Moreover, by extending its application to nurses across various clinical environments, this program holds promise in potentially improving the survival rates of cardiac arrest patients by ensuring the provision of high-quality professional resuscitative care.
Limitations
First, since this study was conducted by within a single university, there are limitations in generalizing the research results. Second, in this study, a web-based serious game using digital contents was developed to provide learners with a realistic learning experience, but there are limitations in the part where interaction was not maximized through group debriefing through simultaneous access between learners. Third, this study measured the subjective expectation that learning transfer would occur, not the learning transfer that affects work by applying the contents learned through education to actual work, and the performance ability of ACPR in a web-based serious game. Therefore, there is a limitation in that it did not provide opportunities for actual nursing practice to learners and did not evaluate the effect on learning transfer and performance skills.
Conclusions
This study developed an ACPR nursing education program using a web-based serious game for nursing students and confirmed its effectiveness. The nursing education program provided in this study was effective in improving the ACPR knowledge, performance ability, confidence in performance, problem-solving ability, and learning transfer expectation of nursing students. As a result of a follow-up survey after 2 weeks, it was confirmed that there was an effect on improving performance ability, confidence in performance, problem solving ability, and learning transfer expectation. Therefore, the nursing education program of this study presents a new direction for learner-centered education in nursing education in the twenty-first century, can be used as an effective educational intervention, and ultimately contributes to an opportunity to grow fostering nurses equipped with ACPR competency.
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