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Sökning: onr:"swepub:oai:DiVA.org:lnu-121049" > Palliative care sta...

Palliative care stay room - designing, testing and evaluating a gamified social intervention to enhance palliative care awareness

Reigada, Carla (författare)
Univ Navarra, Spain;Navarra Inst Hlth Res IdiSNA, Spain
Sandgren, Anna, 1970- (författare)
Linnéuniversitetet,Institutionen för hälso- och vårdvetenskap (HV),Ctr Collaborat Palliat Care
Rivas, Sonia (författare)
Univ Navarra, Spain
visa fler...
Carvajal, Ana (författare)
Univ Navarra, Spain;Navarra Inst Hlth Res IdiSNA, Spain;Univ Navarra, Spain
Hermida-Romero, Santiago (författare)
Univ Navarra, Spain
Benitez, Edgar (författare)
Univ Navarra, Spain
Ripoll, Guillem (författare)
Univ Navarra, Spain
Olza, Ines (författare)
Univ Navarra, Spain
Centeno, Carlos (författare)
Univ Navarra, Spain;Navarra Inst Hlth Res IdiSNA, Spain
Gomez, Beatriz (författare)
Univ Navarra, Spain
visa färre...
 (creator_code:org_t)
BioMed Central (BMC), 2023
2023
Engelska.
Ingår i: BMC Palliative Care. - : BioMed Central (BMC). - 1472-684X. ; 22:1
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
Stäng  
  • 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; x 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.

Ämnesord

MEDICIN OCH HÄLSOVETENSKAP  -- Hälsovetenskap -- Omvårdnad (hsv//swe)
MEDICAL AND HEALTH SCIENCES  -- Health Sciences -- Nursing (hsv//eng)

Nyckelord

Palliative care
Stay room
Gamified social intervention
Students
University
Palliative care awareness
Omvårdnad
Nursing

Publikations- och innehållstyp

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