RESUMEN
The objectives of this study are to validate an Indonesian version of the Chiba Interprofessional Competency Scale (CICS29) and measure the interprofessional competencies of undergraduate health-care students following their completion of an interprofessional education (IPE) course. This study used a cross-sectional design and was preceded by a cross translation of the instrument and a confirmatory factor analysis (CFA), which confirmed that the Indonesian-version CICS29 has good internal consistency comparable to the original model. The Indonesian version was then administered to 723 health-care students who had completed a community-based IPE course. Based on data gathered from 707 respondents (97.8%), it was found that their interprofessional competency was relatively good (mean score: 127.9 out of 145, 88.2%). The dental students scored consistently lower compared to students of other faculties, both in the overall CICS29 and all five of its subscales, three of which are specifically related to teamwork. The study has provided support for cross-cultural validity of undergraduate health-care students' interprofessional competency measures using CICS29. Further efforts are necessary to ensure that the students understand their roles and internalize the collaborative values and practices of all health professions.
Asunto(s)
Relaciones Interprofesionales , Estudiantes del Área de la Salud , Conducta Cooperativa , Estudios Transversales , Humanos , IndonesiaRESUMEN
Innovation is needed to improve healthy behaviors of children in order to prevent diarrhea. Education through games is widely recommended as a way to change behavior in children. This study describes the process of developing an educational game to increase healthy behaviors of preschool children. This study used research and development design techniques with four stages, including: define, design, develop, and disseminate. Observation sheets were used to assess the effectiveness of the game in educating children. The process of developing this educational game included several phases: 1) exploration of the characteristics of games favored by children; 2) design of the intervention based on games preferred by children; 3) validation of the game prototype by experts and testing of the game by preschool children, and 4) revision of the game in order to obtain a game focused on diarrhea prevention that can be used as a behavioral health intervention. Results showed that in testing of the game by ten preschool were able to play and understand the message of the game 92% of the time. The results showed that the Arbi Care game can be used as a learning device to increase healthy behavior in preschool children
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Asunto(s)
Humanos , Masculino , Femenino , Preescolar , Diarrea/prevención & control , Conductas Relacionadas con la Salud , Educación en Salud/métodos , Juegos de VideoRESUMEN
Objective: To provide a comprehensive picture of what preschoolers prefer in computer game so that such game may be developed as a medium in health education. This is an important step to attract the children's attention so that the learning objectives from the educational game can be achieved. Method: This study used descriptive qualitative approach and involved seven children aged from three to six years. Purposive sampling was used to choose participants in accordance with the inclusion criteria. Participants were also chosen on the basis of whether they had good communication skills based on evaluation by their teachers. Data were collected through interviews and observation of types and models preferred by preschoolers followed by the analysis process using the Colaizzi method. Results: Research showed there were three characteristic features of games preferred by preschoolers: 1) main character was preferred to be a moving creature, contain elements of fantasy, and have an attractive appearance; 2) game model was favored when it involved activities and rewards, and 3) the use of bright colors, particularly primary and secondary colors. Conclusions: To develop an appealing game for preschoolers, features such as the main character, activities in the games, and bright colors should be considered
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Asunto(s)
Humanos , Preescolar , Educación en Salud/métodos , Servicios de Enfermería Escolar/métodos , Juegos de Video , 35172 , Materiales de EnseñanzaRESUMEN
Objective: This research aimed to examine the effectiveness of an Android mobile game application called Arbi Care as a means to prevent diarrhea and build self-efficacy in hand washing among preschool children. Method: This research used a pre- and post-test control group and time series design approach. Respondents were chosen randomly from a group of four to six years children. The intervention group (n = 60) received Arbi Care intervention for 25 minutes, twice a week, for five weeks while the control group (n = 60) received standard education. Self-efficacy was measured by using questionnaire and observation. Measurement was carried out three times in the sixth, eight, and tenth week post-intervention. The data was analyzed using the GLMRM test. Results: There was a significant increase in the average score of self-efficacy in hand washing for the intervention group versus the control group. Moreover, there were significant differences in the results of average scores in which the intervention group showed much better self-efficacy improvement over the control group during the first, second, and final post-test after the intervention was given (p < 0.001). Conclusions: An Android-based educational game can be an effective medium to improve hand washing self-efficacy among preschool children, thus helping to prevent diarrhea
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