Skip to main content

Table 2 Participant characteristics

From: Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students

 SG group (n = 73)TT group (n = 73)p
Age (years) (mean ± SD)24 ± 6.425 ± 6.50.39
Sex (F/M) n (%)59/14 (81/19%)65/8 (89/11%)0.17
Video gaming activity: n (%)
 Never39 (53%)43 (59%)0.15
 1/month11 (15%)12 (16%)
 1/week10 (14%)13 (18%)
 Everyday13 (18%)4 (6%)
 No response0 (0%)1 (1%)
Video gaming activity in healthcare: % of players
 Yes13 (18%)13 (18%)0.97
 No59 (81%)60 (82%)
 No response1 (1%)0 (0%)
Previous experience of clinical situations presented in the course: 1 (no) to 10 (expert)
 Brain trauma2.7 ± 2.12.3 ± 1.80.21
 Postoperative hemorrhage3.0 ± 2.42.6 ± 2.00.39
  1. Results are presented as mean ± standard deviation, or percentage. Comparisons were carried out with the use of the Student’s t test on means, or a Chi2 test on percentages
  2. *: p value less than 0.05 was considered significant