2023
DOI: 10.1186/s12912-023-01345-2
|View full text |Cite
|
Sign up to set email alerts
|

Evaluation of a dementia awareness game for undergraduate nursing students in Northern Ireland: a Pre-/Post-Test study

Abstract: Introduction Although it is possible to live well with dementia and many individuals with dementia lead active lives with the help of family, friends, and communities, the general impression of dementia is frequently negative. Dementia is a global health issue. Despite this, little research has been done on the effects of innovative dementia education strategies among undergraduate nursing students. The aim of this study was therefore to assess if this serious digital game, originally intended … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
10
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
7

Relationship

4
3

Authors

Journals

citations
Cited by 16 publications
(11 citation statements)
references
References 33 publications
1
10
0
Order By: Relevance
“…In response to these challenges, there have been a range of recent asynchronous learning activities about dementia that have been employed to support student understanding of the condition. For example, a dementia awareness game [ 34 , 35 ] and a dementia photobook [ 36 ] have also been used to foster understanding about dementia in recent years. While these interventions lack face-to-face delivery, their positive findings make them viable alternatives to higher education providers that are not able to implement a programme of this nature.…”
Section: Discussionmentioning
confidence: 99%
“…In response to these challenges, there have been a range of recent asynchronous learning activities about dementia that have been employed to support student understanding of the condition. For example, a dementia awareness game [ 34 , 35 ] and a dementia photobook [ 36 ] have also been used to foster understanding about dementia in recent years. While these interventions lack face-to-face delivery, their positive findings make them viable alternatives to higher education providers that are not able to implement a programme of this nature.…”
Section: Discussionmentioning
confidence: 99%
“…The co-design approach proves invaluable for crafting education resources among student populations, as it actively involves them as end-users. This participatory method empowers students to prioritise and shape the content based on their preferences and specific learning needs, ensuring the resulting resources align closely with their educational requirements and enhance overall engagement [ 34 , 35 ].…”
Section: Methodsmentioning
confidence: 99%
“…Gamification involves applying game-design elements and principles in non-game contexts to engage and motivate users towards specific goals. Within this, ‘serious games,’ designed to fulfil educational needs through interactive gameplay, have become recognised as effective tools in healthcare and education settings [ 22 , 23 ]. Unlike entertainment-focused games, serious games are specifically designed to address educational objectives by delivering content in an engaging and interactive format [ 24 ].…”
Section: Introductionmentioning
confidence: 99%