게임기반 테이블 탑 시뮬레이션을 통한 간호학생, 간호관리자, 간호교원간의 시스템 사고와 혁신적 행동 비교
Comparisons of System Thinking and Innovative Behavior Among Students, Managers, and Educators in Nursing through Game-based Table-top Simulation
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Purpose : This study investigated the differences in system thinking and innovative behavior among nursing students, nursing managers, and nursing educators by implementing a table-top simulation. Methods : This study used a non-equivalent pretest-posttest design. The game-based table-top simulation, Friday night at the ER® was separately implemented to three groups including 14 nursing students (on April 13, 2021), 15 nursing managers (on April 29, 2021), and 14 nursing educators (on January 25, 2022). The system thinking scale and innovative behavior scale were used to measure the effect of table-top simulation. Wilcoxon signed rank and Kruskal-Wallis test were utilized using the SPSS program for data analysis. Results : There was no statistically significant increase in the pre- and post-scores of system thinking in each group. However, the innovative behavior scores significantly increased in all groups after simulation. There were no significant differences in systems thinking and innovative behavior among the three groups. Conclusion : The game-based table-top simulation provides motivation for innovative behavior through communication and teamwork among team members.
Abstract
Purpose : This study investigated the differences in system thinking and innovative behavior among nursing students, nursing managers, and nursing educators by implementing a table-top simulation. Methods : This study used a non-equivalent pretest-posttest design. The game-based table-top simulation, Friday night at the ER® was separately implemented to three groups including 14 nursing students (on April 13, 2021), 15 nursing managers (on April 29, 2021), and 14 nursing educators (on January 25, 2022). The system thinking scale and innovative behavior scale were used to measure the effect of table-top simulation. Wilcoxon signed rank and Kruskal-Wallis test were utilized using the SPSS program for data analysis. Results : There was no statistically significant increase in the pre- and post-scores of system thinking in each group. However, the innovative behavior scores significantly increased in all groups after simulation. There were no significant differences in systems thinking and innovative behavior among the three groups. Conclusion : The game-based table-top simulation provides motivation for innovative behavior through communication and teamwork among team members.
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