Game2FamilyNursing: Study of a digital game to promote knowledge about family nursing

  • Carla Sílvia Fernandes Nursing School of Porto, Center for Health Technology and Services Research, Porto, Portugal
  • Maria Joana Campos Centre for Information Systems Research and Development, Nursing School of Porto, Porto, Portugal
  • Margareth Angelo Department of Maternal Child and Psychiatric Nursing, University of São Paulo, School of Nursing, São Paulo, Brazil
  • Maia Manuela Martins Nursing School of Porto, Center for Health Technology and Services Research, Porto, Portugal
Keywords: games; experimental; family nursing; education; nursing; technology

Abstract

Background & Aim: The practice of family-centered nursing care brings positive benefits to health care. This article aims to describe the perception and usability of a game to promote knowledge about family assessment and intervention.

Methods & Materials: A descriptive, cross-sectional study was conducted involving 102 nurses and nursing degree students in the second half of 2021. The evaluation was performed using the game usability instrument (System Usability Scale, SUS), the Intrinsic Motivation Inventory, and open questions about the game's advantages and disadvantages.

Results: The average score obtained by applying the SUS was high, with a mean of 81.37. In addition, high mean values were observed in all dimensions of the Intrinsic Motivation Inventory. Concerning the game’s advantages and disadvantages, 198 codes were grouped into seven categories and 30 subcategories, highlighting more advantages than disadvantages.

Conclusion: Overall, participants evaluated the game positively. Our findings suggest that using "Game2FamilyNursing" could be helpful and contribute as an educational tool in family nursing training.

Published
2022-08-09
Section
Articles