Serious Game as an educational tool in stomatherapy in hospital care.
Nursing; Ostomy; Serious Game; Health Education
Objective: Build and validate a serious game as an educational tool in
stomatherapy in hospital care. Method: Methodological study, with a
quantitative approach, carried out in four stages: scoping review, with the aim of
identifying the guidance provided to patients pre-operatively and post-
operatively; research with hospital care nurses, in order to identify the
knowledge and difficulties of these professionals regarding the care of people
with an intestinal ostomy, information that supported the third stage;
construction of the serious game; content validation (narrative, clinical,
contextual aspects and whether the case is appropriate). For evaluation, the
content validity index (CVI) will be used, with a value greater than or equal to
0.8, to be considered valid. An adapted Egameflow instrument was also
applied, with 24 questions, of which two are focused on aspects of contact with
technologies and games, 21 questions related to the game as an educational
strategy, in which its alternative answers were through a score of 1 it was weak
to 7 strong and an open question regarding learning the game. The data was
first passed into Excel and then a descriptive analysis was carried out using the
Statistical Package for Social Science for Windows program, obtaining the
relative and absolute frequencies of the categorical variables. The study was
submitted to the research ethics committee of the Federal University of Rio
Grande do Norte and received a favorable opinion under number 5.736.475,
CAAE: 61762122.9.0000.5537. Results: Given the findings of the scoping
review and research with hospital care nurses, it was possible to build the
serious game with two scenarios, one for the pre-operative period of a surgery
to create an intestinal ostomy and the second, for the postoperative period.
Regarding content validation, the 10 experts experts in the area of
stomatherapy, in the sentence “The narrative of the case/question presented is
adequate and is close to representing reality” obtained a CVI of 0.9; “The
clinical aspects presented in the case are adequate and are close to
representing reality” CVI of 0.8; “The contextual aspects presented in the
clinical case are adequate and are close to representing reality” CVI of 0.9; “Do
you consider this case appropriate for teaching about intestinal ostomy care”
CVI of 0.8, thus obtaining a total CVI of 0.85. In relation to the game as an
educational strategy, the questions that obtained the best scores were “Do I try
to apply my knowledge in the game?” average of 6.8; “I want to know more
about the content presented” average of 6.8; “Does the game improve my
knowledge?” average of 6.7; “Am I motivated by improving my skills?”, average
of 6.6; “Do I receive information about my status such as score level?”, average
of 6.6. Conclusion: Given these results, it is observed that the serious game
represents a real situation that can be found in hospital environments.
Furthermore, the game proved to be a good educational strategy. Furthermore,
it is intended that with this study, the level of knowledge of health professionals,
especially nurses, will increase regarding this topic.