Analyze article and determine cultural category
Id : | 2490 | |
Author : | Wang J.; Wei L.; Li H.; Zhang H.; Gu R.; Zhang Y.; Li Q.; Sun T.; Wang Y. | |
Title | Effectiveness of a Game-Based Phone Application in Educating Health Care Workers on the Proper Use of Personal Protective Equipment |
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Reference : | Wang J.; Wei L.; Li H.; Zhang H.; Gu R.; Zhang Y.; Li Q.; Sun T.; Wang Y. Effectiveness of a Game-Based Phone Application in Educating Health Care Workers on the Proper Use of Personal Protective Equipment,Journal of Continuing Education in Nursing 53 5 |
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Link to article | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85130212324&doi=10.3928%2f00220124-20220414-03&partnerID=40&md5=5493960a1e49872b2f3ae52fa38dfe2d |
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Abstract | Objective. This study explored the feasibility and effects of a game-based phone application for training health care workers to use personal protective equipment. Method. A single-blind randomized controlled trial was conducted. All participants in the experimental group (n = 123) and the control group (n = 125) received 75 minutes of training and were provided with a video and a paper copy of the procedures. Participants in the experimental group used an additional game-based phone application to simulate the procedures. Results. Participants in the experimental group practiced a median of 15 times (range, 14-19 times). The learning curve indicated that they needed at least 12 repetitions to master the skill. Score improvements (Z =-2.257, p = .024) in the experimental group were significantly superior to those in the control group, as were the incidences of procedural errors of hand hygiene (x2 = 4.085, p = .043) and protective clothing (x2 = 5.394, p = .02). Conclusion. The game-based phone application simulation guided participants to practice enough times to master the skill, enhance their skill performance, and reduce the incidence of procedural errors. © SLACK Incorporated. |
Category  |
Certainity |
Heritage | 0.0000 |
Archives | 0.0000 |
Libraries | 0.0000 |
Book and Press | 0.0000 |
Visual Arts | 0.0000 |
Performing Arts | 0.0000 |
Audiovisual and Multimedia | 0.9999 |
Architecture | 0.0000 |
Adverstizing | 0.0000 |
Art crafts | 0.0000 |
General cultural dimension | 0.0000 |