Clinical Decision-Making and Problem-Solving Skills in Nursing Education
Conditions
Keywords
mobile game-based learning, simulation, nursing education, clinical decision-making, problem-solving, nursing students
Brief summary
This study will test whether an interactive mobile game-based simulation program helps first-year nursing students improve their decision-making and problem-solving skills. Students will complete knowledge, decision-making, and problem-solving assessments before and after taking part in a 4-week program (8 sessions) that uses mobile game scenarios to practice clinical decisions in a safe, simulated setting. The results will show whether this type of training is more effective than traditional teaching methods for building these skills.
Detailed description
This is a quasi-experimental, single-group, pretest-posttest study conducted at the Faculty of Nursing, Delta University for Science and Technology. The study tests three hypotheses: that participation in the program will significantly increase students' knowledge scores, clinical decision-making scores, and problem-solving scores from pre-test to post-test. The educational intervention progresses through four phases: assessment, planning, implementation, and evaluation. Outcomes will be measured using a researcher-developed knowledge questionnaire, the Clinical Decision-Making in Nursing Scale (CDMNS), and the Problem-Solving Inventory (PSI), administered at baseline, immediately after program completion, and again two months later.
Interventions
An interactive mobile game-based simulation educational program designed to enhance nursing students' clinical decision-making, knowledge about mobile game-based simulation, and problem-solving skills. The program will be implemented over 4 weeks through 8 sessions, twice per week, with each session lasting 2 hours. The program includes educational content, clinical scenarios, scenario-based decision-making, problem-solving activities, small group discussions, scenario debriefing, and hands-on use of the mobile application.
Sponsors
Study design
Intervention model description
A single group of nursing students receives the mobile game-based simulation program, with outcomes measured before and after the intervention (pretest-posttest design), and again at 2-month follow-up.
Eligibility
Inclusion criteria
* First-year nursing students at the Faculty of Nursing, Delta University for Science and Technology. * Students who voluntarily consent to participate in the study. * Students who are willing and able to use the mobile application.
Exclusion criteria
* Students who have previously participated in a similar mobile game-based or simulation-based educational program. * Students with any condition that prevents them from using a smartphone/mobile application. * Students who fail to complete the pre-test, the educational program, or the post-test. * Students who withdraw consent during the study.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Change in Clinical Decision-Making Score | Baseline (before the educational program), immediately after completion of the program, and 2 months after program completion. | Clinical decision-making will be assessed using the Clinical Decision-Making in Nursing Scale (CDMNS). The scale consists of 40 items classified into four subscales: search for alternatives or options, canvassing of objectives and values, evaluation and re-evaluation of consequences, and search for information and unbiased assimilation of new information. Items are rated on a five-point Likert scale, with total scores ranging from 40 to 200. Higher scores indicate more positive clinical decision-making. |
| Change in Problem-Solving Score | Baseline (before the educational program), immediately after completion of the program, and 2 months after program completion. | Problem-solving will be assessed using the Problem-Solving Inventory (PSI). The inventory consists of 32 items classified into three subscales: problem-solving confidence, approach-avoidance style, and personal control. Items are rated on a six-point Likert scale, with reverse scoring for negative items. Total scores range from 32 to 192, with lower scores indicating more positive problem-solving perception. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Change in Knowledge Score about Mobile Game-Based Simulation | Measured at baseline (before program), immediately after program completion (week 4), and 2 months after program completion | Measured using a researcher-developed questionnaire assessing students' knowledge of mobile game-based simulation, including its definition, development, advantages/disadvantages, technical requirements, and impact on nursing education. Scored 0 for incorrect and 1 for correct answers; classified as satisfactory (≥60%) or unsatisfactory (\<60%). |
Contacts
Delta University for Science and Technology