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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

Ā 

SG group (nā€‰=ā€‰73)

TT group (nā€‰=ā€‰73)

p

Age (years) (meanā€‰Ā±ā€‰SD)

24ā€‰Ā±ā€‰6.4

25ā€‰Ā±ā€‰6.5

0.39

Sex (F/M) n (%)

59/14 (81/19%)

65/8 (89/11%)

0.17

Video gaming activity: n (%)

ā€ƒNever

39 (53%)

43 (59%)

0.15

ā€ƒ1/month

11 (15%)

12 (16%)

ā€ƒ1/week

10 (14%)

13 (18%)

ā€ƒEveryday

13 (18%)

4 (6%)

ā€ƒNo response

0 (0%)

1 (1%)

Video gaming activity in healthcare: % of players

ā€ƒYes

13 (18%)

13 (18%)

0.97

ā€ƒNo

59 (81%)

60 (82%)

ā€ƒNo response

1 (1%)

0 (0%)

Previous experience of clinical situations presented in the course: 1 (no) to 10 (expert)

ā€ƒBrain trauma

2.7ā€‰Ā±ā€‰2.1

2.3ā€‰Ā±ā€‰1.8

0.21

ā€ƒPostoperative hemorrhage

3.0ā€‰Ā±ā€‰2.4

2.6ā€‰Ā±ā€‰2.0

0.39

  1. Results are presented as meanā€‰Ā±ā€‰standard deviation, or percentage. Comparisons were carried out with the use of the Studentā€™s t test on means, or a Chi2 test on percentages
  2. *: p value less than 0.05 was considered significant