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Krisitianto Dwi Nugroho
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kristianto.nugroho77@yahoo.co.id
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Jalan Yulius Usman No 62 Malang
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INDONESIA
Jurnal Keperawatan Malang (JKM)
ISSN : 20886098     EISSN : 25500538     DOI : https://doi.org/10.36916/jkm
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Jurnal Keperawatan Malang (JKM) adalah Jurnal yang berisi tulisan yang diangkat dari hasil penelitian dan hasil article review di bidang keperawatan.
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Articles 211 Documents
USER EXPERIENCE PATIENT SAFETY EDUGAME OLEH MAHASISWA KEPERAWATAN DALAM PEMBELAJARAN PATIENT SAFETY Hayati, Suci Noor; Musrifah, Chinta; Putri, Tri Antika Rizki Kusuma; Supriatin, Eva
Jurnal Keperawatan Malang Vol 10 No 2 (2025): Jurnal Keperawatan Malang (JKM)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat STIKes Panti Waluya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36916/jkm.v10i2.428

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