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以情境導向式數位遊戲教學探討急診護理人員對降低醫衛材漏記帳成效與自我導向學習之探討 = A discussion on the effectiveness and outcome of self-directed learning for medical personnel to reduce omissions in medical supply bookkeeping through scenario-oriented digital game-based instruction

楊字原 國立臺南大學 數位學習科技學系碩士在職專班. 2023[民112]

可在 府城總館  2樓參考書區  (DC ILT 111019 )取得(請點選下列選項)

  • 題名:
    以情境導向式數位遊戲教學探討急診護理人員對降低醫衛材漏記帳成效與自我導向學習之探討 = A discussion on the effectiveness and outcome of self-directed learning for medical personnel to reduce omissions in medical supply bookkeeping through scenario-oriented digital game-based instruction
  • 著者: 楊字原
  • 國立臺南大學 數位學習科技學系碩士在職專班.
  • 主題: 醫療產業 醫療衛材管理 遊戲式教學 自我導向學習 學習成效 AEQ學習情緒; medical industry medical material management digital game-based learning self-directed learning learning efficiency learning emotion
  • 描述: 隨著健保制度的改變以及醫療方式的提升,醫療材料的品項也持續增加,在各家醫院中都非常重視避免不必要的醫療資源浪費,以及如何降低醫療成本得以增加醫院收入,醫衛材控管的概念在醫院各單位之中也變得極為重要。因護理人員平時在臨床照護已相當忙碌及偶發的突發狀況、醫衛材更換頻繁、使用數量及種類繁多等,而容易疏忽造成漏帳,尤其在急診室的醫衛材有內、外、小兒、五官、婦產科等科別,醫衛材及特殊耗材更多更加難以控管,漏帳金額一年更可達數百萬元,藉此希望能提升護理人員的醫衛材控管及成本概念。 因近幾年新型冠狀病毒(COVID-19)的影響,忙碌時期的醫院有許多實體教學課程都停擺,而本研究藉此以遊戲教學法運用Holiyo設計一套數位教學遊戲,讓使學習者能隨時隨地自學,研究目的在於解決醫衛材漏記帳,實驗後統計教學前2個月漏帳金額與教學後2個月漏帳金額做為比較依據,探討護理人員使用數位遊戲教學法與傳統教學法之間對於「自我導向學習」、「學習成效」、「學習情緒」之影響,以及對實驗組及對照組兩組在不同教學法間進行前後測測驗考題評估學習成效之差異。 本研究對象為南部某醫院護理人員共70人,分為實驗組35人、對照組35人,實驗組使用本研究設計之遊戲學習,對照組則以傳統式教學;本研究旨在比較兩組不同教學方法的自我導向學習、學習成效以及學習後對減少漏帳是否有顯著差異。研究工具包含「自我導向學習量表」、「學習成效測驗」、「AEQ 學習情緒量表」。
    統計方法採用獨立樣本t檢定及描述性統計進行結果分析。研究結果顯示實驗組在透過數位遊戲教學自我導向學習比對照組使用傳統教學法學習成效與情緒更佳,且護理人員使用數位遊戲教學後的自我導向學習、學習成效、學習情緒較高,並且在漏記帳前後測比較之後得到顯著的效果。
    Following the changes in the NHI system and improvements in medical care, the healthcare industry has witnessed a steadily growing number of medical materials. Given that all hospitals have been vigilant in the prevention of unnecessary wastage of valuable medical resources and assets, topics such as reducing medical care costs to increase the generation of income for hospitals and optimized management of relevant medical/healthcare materials have received growing attention across various departments at healthcare institutions. As medical personnel are often overwhelmed with different clinical care duties and sporadic emergencies, they usually have to work with an assortment of medical supplies and materials that require frequent replacement. Given the numerous types and quantities of materials involved, medical personnel inadvertently make errors of omission in their bookkeeping. Coupled with the fact that medical supplies at the ER span across different specializations such as internal medicine, surgery, pediatrics, E.N.T., obstetrics/gynecology, and so forth, the task of keeping accurate account for corresponding supplies and special consumables is even more tedious and challenging. In fact, errors of omission in such inventories could translate to losses of up to several million NTD each year. And as such, this study has been conducted to offer a way for medical personnel to improve their awareness of medical supply bookkeeping and cost control. In light of the impact brought by COVID-19 in recent years, many hospitals were forced to halt their physical instructions and training due to overwhelming workloads. In this study, the author has designeda digital learning game through the Holiyo platform to enable the participants to learn at their own time and pace.
    The objective of the study is to reduce the omissions in medical supply bookkeeping, and the outcome of the training will be evaluated based on the comparison of the monetary amount of omission before and after the 2-month training. The outcome of the training will shed light on the respective influence of digital game-based learning and traditional learning on medical personnel, specifically in the three dimensions of “Self-directed learning”, “learning outcome,” and “learning emotions”. In addition, participants in the experimental and control groups have also been tested before and after going through the two different approaches of teaching and learning to determine if their learning outcomes would be similar. For the purpose of this study, a total of 70 medical personnel from a hospital in southern Taiwan took part in this experiment. They were split into two groups: 35 participants in the experimental group and 35 in the control group. Participants in the experimental group were asked to complete the game-based learning designed for this research, while those in the control group would go through the standard training. The goal of this study is to determine if participants would show a significant difference in their Self-directed learning, learning outcomes and improvement in medical supply bookkeeping omission after going through two different approaches of instruction. Research tools used include the “Self-Directed Learning scale”, “Learning assessment” and “AEQ learning emotion scale”. Regarding statistical methods, the research has adopted independent sample t-test along with descriptive statistics for the outcome analysis. In summary, the study found that participants in the experimental group benefitted from superior learning outcomes and emotions compared to those in the control group who went through the conventional teaching method.
    In addition, subjects who completed the digital game-based training also responded more positively in their Self-directed learning, learning outcome and learning emotions, and showed more significant improvement in reducing bookkeeping omissions compared to their pre-experiment assessment.
  • 出版者: 碩士論文--國立臺南大學數位學習科技學系碩士在職專班.
  • 建立日期: 2023[民112]
  • 格式: [11],79頁 : 圖,表 ; 30公分..
  • 語言: 中文
  • 資源來源: NUTN ALEPH

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