Validation and evaluation of the effectiveness of SafeCare: a serious game to support teaching patient safety.
Patient Safety; Teaching; Nursing; Educational technology.
The current student, called Student 3.0, is characterized by the demand for technologies that support their teaching-learning process, making it dynamic, interactive and innovative. This new student profile is linked to social changes understood as cyberculture and cyberspace, which reflect on the relationships of human beings and technologies in different contexts, among them, in the context of education. Therefore, in the current education panorama, the use of technology becomes a reality and among the various tools, the serious game stands out, which promote an interactive, immersive and safe teaching environment. The use of this technology can be present in different areas, with great relevance in the field of health and in teaching cross-cutting themes such as patient safety. That said, the following guiding question was delimited: What should be the appearance and usability of SafeCare: Serious game to effectively support the teaching of Patient Safety in Nursing? And, it aims to validate and evaluate the effectiveness of SafeCare: Serious game to support the teaching of Patient Safety. This is a quasi-experimental study of the before and after type, with a quantitative approach, divided into two stages. The first consists of a methodological study for the development of the serious game, based on the Analysis, Design, Development, Implementation, Evaluation model. And, for appearance and usability validation, using the adapted Suitability Assessment of Materials and the System Usability Scale adapted, respectively. Appearance and usability validation procedures will be performed by nursing faculty and students. For data analysis, descriptive statistics and specific calculations for each instrument used will be used. With regard to step two, the verification of the effectiveness of the serious game, an experiment will be carried out from a course on the subject of patient safety and the use of the serious game. Participants in the experimental stage will be undergraduate nursing students at the Federal University of Rio Grande do Norte. Data will be analyzed using descriptive and inferential statistics. Furthermore, it is noteworthy that data collection will start after approval by the Research Ethics Committee of the Federal University of Rio Grande do Norte and the ethical precepts will be followed, according to Resolution No. 466, of December 12, 2012, of the National Health Council.