期刊论文详细信息
BMC Palliative Care
Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
Research
Edgar Benítez1  Santiago Hermida-Romero1  Carla Reigada2  Carlos Centeno2  Ana Carvajal3  Anna Sandgren4  Inés Olza5  Beatriz Gómez6  Guillem Ripoll7  Sonia Rivas8 
[1]ATLANTES Global Observatory of Palliative Care, Institute for Culture and Society, University of Navarra, Pamplona, Spain
[2]ATLANTES Global Observatory of Palliative Care, Institute for Culture and Society, University of Navarra, Pamplona, Spain
[3]Navarra Institute for Health Research (IdiSNA), Pamplona, Spain
[4]ATLANTES Global Observatory of Palliative Care, Institute for Culture and Society, University of Navarra, Pamplona, Spain
[5]Navarra Institute for Health Research (IdiSNA), Pamplona, Spain
[6]School of Nursing, University of Navarra, Pamplona, Spain
[7]Center for Collaborative Palliative Care, Department of Health and Caring Sciences, Linnaeus University, Växjö, Sweden
[8]Emotional Culture and Identity Project, Institute for Culture and Society, University of Navarra, Pamplona, Spain
[9]School of Communication, University of Navarra, Pamplona, Spain
[10]School of Economics and Business, University of Navarra, Pamplona, Spain
[11]School of Education and Psychology, University of Navarra, Pamplona, Spain
关键词: Palliative care;    Stay room;    Gamified social intervention;    Students;    University;    Palliative care awareness;   
DOI  :  10.1186/s12904-023-01166-9
 received in 2022-09-22, accepted in 2023-04-03,  发布年份 2023
来源: Springer
PDF
【 摘 要 】
IntroductionThe message of palliative care can be promoted using creative thinking and gamification. It can be an innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy.AimDesign, test and evaluate a gamified social intervention to enhance palliative care awareness among young university students from non-health background.MethodsParticipatory action research study with mixed methods, Design Thinking and using the Public Engagement strategy. Forty-three undergraduate students participated in a Palliative Care Stay Room and completed the Test of Cognitive and Affective Empathy (TECA) before and after the game. At the end of the game, a ten-minute debriefing was held with the participants, which was concluded with an open conversation. The content analysis was done independently and the sum of the scores of each dimension was compared before and after the activity.FindingsThe Stay Room improved the participants’ knowledge and new perspectives about palliative care. Before the game, their views focused on the end of life and after the game on their values, highlighting the dedication of the healthcare professionals who do not treat death but the life until death. After de game, participants (N = 43: female = 23; male = 20; x̄ 19.6 years old) presented higher values in perspective adoption (intellectual ability to put oneself in the other’s place) p = 0.046 and in emotional understanding (ability to recognize emotional states) p = 0.018, and had high scores on empathic joy (p = 0.08).ConclusionGamification can be used in teaching and transmitting positive attitudes. Palliative Care and can help young university students to think positively about care issues.
【 授权许可】

CC BY   
© The Author(s) 2023

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