Friday, 20 September 2019

Effect of Gaming on Knowledge Regarding Biomedical Waste Management among Nursing Students in Selected Nursing Colleges, Bhubaneswar

Volume 7 Issue 2 May - July 2017

Research Paper

Effect of Gaming on Knowledge Regarding Biomedical Waste Management among Nursing Students in Selected Nursing Colleges, Bhubaneswar

Riya Khanam*, Goroti Chorai**, Krishnakali Bhattacharya***, Aishwarya Swain****, Neethu Maria Joseph*****
* Clinical Instructor, BM Birla College of Nursing, Kolkata, India.
** Staff Nurse, Leprosy Mission Hospital, Tamil Nadu, India.
*** Staff Nurse, Peerless Hospital and Research Centre, Kolkata, India.
**** Staff Nurse, IMS and SUM Hospital, Bhubaneswar, Odisha, India.
***** M.Sc. Tutor, SUM Nursing College, Odisha, India.
Khanam, R., Chorai,G.,Bhattacharya,K.,Swain,A.,and Joseph, N.M. (2017). Effect of Gaming on Knowledge Regarding Biomedical Waste Management among Nursing Students in Selected Nursing Colleges, Bhubaneswar. i-manager’s Journal on Nursing, 7(2), 6-13. https://doi.org/10.26634/jnur.7.2.13690

Abstract

Proper segregation as well as disposal of waste products in hospitals is essential. Adequate knowledge on biomedical waste management is imperative. Gaming enables adult learners to learn through interactive experiences. The following study was conducted in Bhubaneswar to assess effectiveness of gaming on knowledge regarding biomedical waste management of nursing students. The objectives of the study were to assess the knowledge of the students regarding biomedical waste management and to determine the effect of gaming on knowledge of students. A quasiexperimental design was adopted with a sample size of 60 first year B.Sc. Nursing students, who were randomly selected. The data was collected using a self structured knowledge questionnaire on biomedical waste management. Four predetermined gaming activities were carried out for the participants and post test was done two weeks later. Data was analysed statistically using frequency, percentage, and t-test. The study reveals that, the total mean percentage score of pretest was 36% with mean 8.966 and SD 2.645 and the total mean percentage score of posttest was 66.8% with mean 16.62 and SD 5.461. There was significant improvement in the knowledge score of students participated in the gaming (t-10.207, p<0.001). Gaming increases the group participation of the students and can be used in the classroom setup to motivate the students.

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