FIND CATEGORY FOR ARTICLE

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

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

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
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.



Results:


                    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
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