lnu.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Palliative care stay room - designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
Univ Navarra, Spain;Navarra Inst Hlth Res IdiSNA, Spain.
Linnaeus University, Faculty of Health and Life Sciences, Department of Health and Caring Sciences. (Ctr Collaborat Palliat Care)ORCID iD: 0000-0002-3155-575x
Univ Navarra, Spain.
Univ Navarra, Spain;Navarra Inst Hlth Res IdiSNA, Spain;Univ Navarra, Spain.
Show others and affiliations
2023 (English)In: BMC Palliative Care, E-ISSN 1472-684X, Vol. 22, no 1, article id 46Article in journal (Refereed) Published
Abstract [en]

IntroductionThe message of palliative care can be promoted using creative thinking and gamification. It can be an innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy.AimDesign, test and evaluate a gamified social intervention to enhance palliative care awareness among young university students from non-health background.MethodsParticipatory action research study with mixed methods, Design Thinking and using the Public Engagement strategy. Forty-three undergraduate students participated in a Palliative Care Stay Room and completed the Test of Cognitive and Affective Empathy (TECA) before and after the game. At the end of the game, a ten-minute debriefing was held with the participants, which was concluded with an open conversation. The content analysis was done independently and the sum of the scores of each dimension was compared before and after the activity.FindingsThe Stay Room improved the participants' knowledge and new perspectives about palliative care. Before the game, their views focused on the end of life and after the game on their values, highlighting the dedication of the healthcare professionals who do not treat death but the life until death. After de game, participants (N = 43: female = 23; male = 20; x 19.6 years old) presented higher values in perspective adoption (intellectual ability to put oneself in the other's place) p = 0.046 and in emotional understanding (ability to recognize emotional states) p = 0.018, and had high scores on empathic joy (p = 0.08).ConclusionGamification can be used in teaching and transmitting positive attitudes. Palliative Care and can help young university students to think positively about care issues.

Place, publisher, year, edition, pages
BioMed Central (BMC), 2023. Vol. 22, no 1, article id 46
Keywords [en]
Palliative care, Stay room, Gamified social intervention, Students, University, Palliative care awareness
National Category
Nursing
Research subject
Health and Caring Sciences, Nursing
Identifiers
URN: urn:nbn:se:lnu:diva-121049DOI: 10.1186/s12904-023-01166-9ISI: 000975172500001PubMedID: 37081434Scopus ID: 2-s2.0-85153177113OAI: oai:DiVA.org:lnu-121049DiVA, id: diva2:1760564
Available from: 2023-05-30 Created: 2023-05-30 Last updated: 2024-01-17Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full textPubMedScopus

Authority records

Sandgren, Anna

Search in DiVA

By author/editor
Sandgren, AnnaGomez, Beatriz
By organisation
Department of Health and Caring Sciences
In the same journal
BMC Palliative Care
Nursing

Search outside of DiVA

GoogleGoogle Scholar

doi
pubmed
urn-nbn

Altmetric score

doi
pubmed
urn-nbn
Total: 23 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf