USER EXPERIENCE OF PATIENT SAFETY EDUGAME BY NURSING STUDENTS IN PATIENT SAFETY LEARNING

Authors

  • Suci Noor Hayati STIKep PPNI jabar, Indonesia
  • Chinta Musrifah Keperawatan, STIKep PPNI Jabar, Bandung, Indonesia, Indonesia
  • Tri Antika Rizki Kusuma Putri Keperawatan, STIKep PPNI Jabar, Bandung, Indonesia, Indonesia
  • Eva Supriatin Keperawatan, STIKep PPNI Jabar, Bandung, Indonesia, Indonesia

DOI:

https://doi.org/10.36916/jkm.v10i2.428

Keywords:

Edugame, Patient safety, Students, User experience

Abstract

Background: Educational games are specially designed tools that facilitate learning and skill acquisition during patient safety training. Therefore, it is necessary to develop game-based learning media to reduce students’ boredom during study sessions. To ensure the validity and usability of such a game, a user experience test is essential. When respondents can play the game smoothly and find it engaging, it indicates that the game is ready for broader implementation.
Objective: This study aimed to describe the user experience of nursing students in using the PS Edugame for patient safety learning.
Methods: This research employed a descriptive quantitative design with a cross-sectional approach. A total of 125 nursing students were selected as respondents using a random sampling technique. Data were collected using the Game Experience Questionnaire (GEQ). Demographic data were analyzed using descriptive statistics, including frequency, mean, median, and standard deviation, while research results were analyzed using univariate analysis.
Results: The total mean score of user experience was 180.94 (SD = 19.59), indicating a good category of user experience. The Core Module had a mean score of 120.37 (SD = 13.31), while the Post-Game Module averaged 60.57 (SD = 7.33). The highest-scoring dimensions were positive affect and competence, whereas the lowest were immersion and challenge.
Implications: The use of PS Edugame provides a positive, enjoyable, and interactive learning experience for nursing students, although the aspects of engagement and challenge level still require improvement.
Keywords: Edugame; user experience; patient safety

Downloads

Published

2026-01-05

Citation Check