Development and Validation of the Serious Educational Game in Nursing Appraisal Scale

Author:

Fernandes Carla Sílvia1ORCID,Campos Maria Joana1ORCID,Moreira Maria Teresa2ORCID,Lima Andreia3ORCID,Ferreira Salomé4ORCID,Martins Maria Manuela5ORCID

Affiliation:

1. CINTESIS@RISE and Nursing School of Porto (ESEP), 4200-072 Porto, Portugal

2. CINTESIS@RISE and Health Sciences School-Fernando Pessoa, 4200-256 Porto, Portugal

3. CINTESIS@RISE and Higher School of Health at Polytechnic Institute of Viana do Castelo, 4900-347 Viana do Castelo, Portugal

4. Higher School of Health at Polytechnic Institute of Viana do Castelo, 4900-347 Viana do Castelo, Portugal

5. ICBAS-Abel Salazar Institute of Biomedical Sciences, 4050-313 Porto, Portugal

Abstract

Objectives: This study aims to develop and validate the Serious Educational Game in Nursing Appraisal Scale (SEGiNAS), a tool designed to evaluate the implementation of serious games within nurse education contexts of quantity of process, quality of process, and learning outcomes. Methods and Materials: This methodological and psychometric study aimed to develop and validate a scale. The item generation phase was based on the cognitive theory of multimedia learning, resulting in a 20-item scale. The validation phase involved evaluating the psychometric scale by surveying 160 Portuguese nurses. Results: A factor analysis revealed a three-factor structure corresponding to the scale’s designed dimensions, explaining a total variance of 64.5%. The scale demonstrated high internal consistency for all factors, including engagement and teaching effectiveness (0.925), learning impact and practical application (0.883), and content relevance and clarity (0.848). The dimensions were engagement and teaching effectiveness, learning impact and practical application, and content relevance and clarity. Conclusions: The SEGiNAS scale represents a valid and reliable tool for evaluating serious games in nursing education. Its development fills an existing gap in assessing the teaching–learning process with serious games. This study was not registered.

Publisher

MDPI AG

Reference27 articles.

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5. Fissore, C., Fradiante, V., Marchisio, M., and Pardini, C. (2023, January 21–24). Design Didactic Activities Using Gamification: The Perspective of Teachers. Proceedings of the International Conference on e-Learning, San Diego, CA, USA.

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