ISSN 2097-6054(网络) ISSN 1672-9234(印刷) CN 11-5289/R
主管:中国科学技术协会 主办:中华护理学会
出版:中华护理杂志社
收录:中国科学引文数据库(CSCD)来源期刊
   中国期刊全文数据库
   中国核心期刊(遴选)数据库
   Scopus

中华护理教育 ›› 2025, Vol. 22 ›› Issue (4): 442-446.doi: 10.3761/j.issn.1672-9234.2025.04.010

• 实验与实践教学研究 • 上一篇    下一篇

静脉输液游戏的移动应用程序开发及教学应用研究

赵雅菲(),魏丽丽(),谷如婷,王静远,李倩倩,王丝瑶,唐雅琳   

  1. 264000 青岛市 青岛大学附属医院(赵雅菲,魏丽丽,谷如婷,王静远,李倩倩,王丝遥);青岛市中心血站(唐雅琳)
  • 收稿日期:2024-07-22 出版日期:2025-04-15 发布日期:2025-04-16
  • 通讯作者: 魏丽丽,博士,主任护师,E-mail:13573828157@163.com
  • 作者简介:赵雅菲,女,硕士,护士,E-mail:Zhaoyyyffffff@163.com
  • 基金资助:
    青岛大学附属医院临床医学+X科研项目(QDFX+X20-23205)

Development and pedagogical application of a game-based mobile application for intravenous infusion study

ZHAO Yafei(),WEI Lili(),GU Ruting,WANG Jingyuan,LI Qianqian,WANG Siyao,TANG Yalin   

  • Received:2024-07-22 Online:2025-04-15 Published:2025-04-16

摘要:

目的 开发基于静脉输液游戏的移动应用程序,并评价该游戏在护理专业学生静脉输液教学中的应用效果。方法 基于游戏化教学理论,开发出一款适配于静脉输液操作技能训练的游戏。选取2023年7月青岛市某三级甲等医院A、B两个院区实习的护理专业学生作为研究对象,A院区的护理专业学生为对照组(50名),B院区的护理专业学生为试验组(50名)。试验组在传统教学基础上使用游戏进行静脉输液操作技能培训,对照组采用传统教学方式,比较两组干预前后的静脉输液技能考试成绩及学习曲线。结果 干预后,试验组的静脉输液技能考试得分高于对照组(P<0.05);两组的学习曲线分析结果显示,试验组掌握静脉输液技能所需的最少练习次数为9次,对照组为12次。结论 本研究开发的基于静脉输液游戏的移动应用程序能有效地对护理专业学生静脉输液操作技能教学发挥作用,激发护理专业学生的学习兴趣,为护理教育游戏化、智能化、数字化改革提供参考。

关键词: 护理教育, 护理专业学生, 静脉输液, 游戏化教学, 学习曲线

Abstract:

Objective To develop a game-based mobile application and evaluate its effectiveness in teaching intravenous fluid administration skills to nursing students.Methods Based on the theory of game-based teaching,a game integrating intravenous infusion operational skills was developed. Nursing students from two campuses (Campus A and Campus B) of a tertiary hospital in Qingdao City from May 2023 to July 2023 were selected as the study subjects. Students from Campus A were assigned to the control group(n=50) and received traditional teaching methods,while students from Campus B formed the experimental group(n=50) and was trained in intravenous infusion operation skills using games in addition to traditional teaching. The test scores of intravenous infusion skills and the learning curves were compared between the two groups before and after the intervention.Results After one week,the intervention group scored significantly higher than the control group on the skills exam(P<0.05). Learning curve analysis revealed that the experimental group required a minimum of nine practice sessions to master the skills,compared to 12 sessions for the control group.Conclusion The game-based mobile application developed in this study can effectively play a role in the teaching of intravenous infusion operation skills to nursing students,which can provide reference for the gamification,intelligence,and digitalization reform of nursing education.

Key words: Education, Nursing, Nursing students, Intravenous fluid, Gamification of teaching and learning, Learning curve