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Innovative Game-Based Teaching Methods for Promoting Nursing Students’ Cultural Competence and Attitudes Toward Refugees: An Explanatory Sequential Mixed Study

Baysal, Ebru,Rodríguez Arrastia, Miguel Jesús,Román López, Pablo

Abstract

Introduction: Nursing cultural competence is crucial for enhancing the quality of care for refugees. While innovative game-based teaching methods have been used to foster in a wide range of clinical competences, little is known about its use on refugees’ care. This study aims to evaluate the effect of these methods on nursing students’ cultural competence and attitudes toward refugees. Methodology: An explanatory sequential mixed design was conducted from March to May 2023. Results: One-hundred forty-one nursing students participated. There were no statistically significant differences in total Outgroup Threat Perception Scale and Cultural Competence Assessment Scale scores between the experimental and control groups, pre- or post-intervention. However, students reported increased awareness and empathy for refugee issues. Discussion: The study showed that innovative game-based teaching methods effectively increased nursing students’ awareness of health-related issues faced by refugees. It recommends incorporating transcultural nursing courses into curricula and professional training, with updated content on migration and refugee issues.

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h ps://doi.o g/10.1177/10436596241297986 Jou nal o T anscul u al Nu sing 1 –13 © The Au ho (s) 2024 A icle euse guidelines: sagepub.com/jou nals-pe missions DOI: 10.1177/10436596241297986 jou nals.sagepub.com/home/ cn Educa ion In oduc ion Mig a ion is a signi ican , complex, and g owing global phe- nomenon. Millions o people mig a e a ound he wo ld o a a ie y o causes, including wa , e o ism, displacemen , e hnic con lic , en i onmen al c ises, economic and poli ical easons, educa ion, o job oppo uni ies (McAuli e & T ianda yllidou, 2021). Some o hese indi iduals a e e u- gees, while o he s a e mig an s o asylum seeke s. These e ms a e some imes used in e changeably; howe e , hey ha e dis inc legal meanings. A e ugee is someone who has been compelled o lee hei home coun y due o pe secu- ion, wa , o e hnic, ibal, o eligious iolence. In mos cases, hey a e unable o e u n home, as doing so would endange hei li es. Re ugees a e de ined and p o ec ed unde in e na ional law. Asylum seeke s, on he con a y, ha e no ye been legally ecognized as e ugees and a e awai ing a decision on hei asylum claim. A mig an is someone who chooses o eloca e, no because hey ace pe - secu ion o a h ea o hei li e, bu o seek be e oppo uni- ies, such as employmen , educa ion, o amily euni ica ion. Mig an s e ain he p o ec ion o hei home go e nmen and a e no p o ec ed unde in e na ional law. Each coun y accep s mig an s acco ding o i s immig a ion laws and p o- cesses (UNHCR The UN Re ugee Agency, 2022). The inc easing numbe o e ugees has g ea ly impac ed coun- ies in e ms o poli ical, economic, social, e hnic, eligious, and heal h- ela ed issues (McAuli e & T ianda yllidou, 2021). Re ugees a e unable o bene i om heal h ca e se - ices su icien ly o such easons as he language ba ie , low heal h li e acy, cul u al di e ences, and he heal h ca e s a ’s nega i e a i udes owa d e ugees (Önal & Keklik, 2016; Schwei e al., 2016). The In e na ional Council o 1297986TCNXXX10.1177/10436596241297986Jou nal o T anscul u al Nu singBaysal e al. esea ch-a icle2024 1Manisa Celal Baya Uni e si y, Tü kiye 2Uni e si y o Alme ia, Spain 3Uni e si a de València, Spain Co esponding Au ho : Miguel Rod iguez-A as ia, Vice Dean and Associa e P o esso , Depa men o Nu sing Science, Physio he apy and Medicine, Facul y o Heal h Sciences, Uni e si y o Alme ia, Ca e e a Sac amen o s/n, Alme ia 04120, Spain. Email: [email p o ec ed] Inno a i e Game-Based Teaching Me hods o P omo ing Nu sing S uden s’ Cul u al Compe ence and A i udes Towa d Re ugees: An Explana o y Sequen ial Mixed S udy Eb u Baysal, PhD, RN1, Miguel Rod iguez-A as ia, PhD, MSc, RN2,3 , and Pablo Roman, PhD, MSc, RN2 Abs ac In oduc ion: Nu sing cul u al compe ence is c ucial o enhancing he quali y o ca e o e ugees. While inno a i e game- based eaching me hods ha e been used o os e in a wide ange o clinical compe ences, li le is known abou i s use on e ugees’ ca e. This s udy aims o e alua e he e ec o hese me hods on nu sing s uden s’ cul u al compe ence and a i udes owa d e ugees. Me hodology: An explana o y sequen ial mixed design was conduc ed om Ma ch o May 2023. Resul s: One-hund ed o y-one nu sing s uden s pa icipa ed. The e we e no s a is ically signi ican di e ences in o al Ou g oup Th ea Pe cep ion Scale and Cul u al Compe ence Assessmen Scale sco es be ween he expe imen al and con ol g oups, p e- o pos -in e en ion. Howe e , s uden s epo ed inc eased awa eness and empa hy o e ugee issues. Discussion: The s udy showed ha inno a i e game-based eaching me hods e ec i ely inc eased nu sing s uden s’ awa eness o heal h- ela ed issues aced by e ugees. I ecommends inco po a ing anscul u al nu sing cou ses in o cu icula and p o essional aining, wi h upda ed con en on mig a ion and e ugee issues. Keywo ds cul u al compe encies, gami ica ion, nu sing s uden s, e ugees, i ual eali y 2Jou nal o T anscul u al Nu sing 00(0) Nu ses (ICN) indica es ha heal h is a human igh and mus be made uni e sal and mee he needs o e ugees and o p o- ide cul u ally sensi i e ca e o hem (Gunn e al., 2021; H.-L. Lin e al., 2021). As a esul o mig a ion, he numbe o indi iduals om di e en cul u al backg ounds has inc eased in socie ies, which has b ough abou he issue o heal h ca e p o ession- als’ cul u al compe ence. The Ame ican Associa ion o Colleges o Nu sing (AACN) de ines cul u al compe ence as he a i udes, knowledge, and skills necessa y o p o iding quali y ca e o di e se popula ions in a a ie y o heal h ca e se ings (Ame ican Associa ion o Colleges o Nu sing, 2008). Leininge ’s Cul u e Ca e Theo y sugges s ha nu ses’ knowledge and skills o cul u al di e ences should be imp o ed. The heo y also highligh s he necessi y o being awa e o pa ien s’ alues, belie s, and li es yles (Leininge , 1996). In his sense, nu ses may expe ience p oblems in ol - ing cul u al di e ences, belie s, communica ion, and lan- guage, as well as a di e en unde s anding o heal h and hygiene while p o iding ca e o e ugees. Such issues may hu nu ses’ opinions o e ugees, leading o xenophobic sen- imen s and mic oagg essions in hei ca e (Munyaneza & Mhlongo, 2019). Resea ch esul s a y ega ding nu sing s uden s’ cul u al compe ence and a i udes owa d e ugees. While some s ud- ies epo ha nu sing s uden s’ cul u al compe ence is a he desi ed le el (Choi & Kim, 2018; Kohlb y, 2016) and hey hold posi i e a i udes owa d e ugees (Ba u cu & Zengin, 2018; Uga e-Gu u xaga e al., 2020), some o he s show ha hey ha e insu icien cul u al compe ence (H.-L. Lin e al., 2021; P eposi-C uz e al., 2018) and hei a i udes owa d e ugees a e nega i e (Akca & Ayaz-Alkaya, 2023; Alici, 2021). Acco ding o s udies, a lack o cul u al compe- ence ela es o heal h inequi ies and poo heal h ou comes (Be ancou e al., 2014). In he Ins i u e o Medicine epo , i is s a ed ha nu ses’ insu icien cul u al compe ence, awa eness, and ela ed aining may some imes cause e hno- cen ic beha io s and inequi y in he deli e y o heal h ca e se ices (Be ancou & Maina, 2004). To elimina e hese p oblems, i is ecommended ha cou se con en add essing cul u al di e ences be included in all heal h ca e cu icula (Be ancou & Maina, 2004; Liu e al., 2018). Acco ding o s udies, app op ia e and embedded cul u al compe ence edu- ca ion can p omo e cul u al awa eness and sensi i i y (Kohlb y, 2016; M.-H. Lin e al., 2019). Howe e , some common p oblems s ill a ise in eaching plans and educa ion in nu sing. These include a lack o ag eemen on wha should be augh , ela ed iming, a lack o s anda d e e ences, and limi ed and inconsis en o mal e alua ions o educa ional in e en ions (González-Ricoy & Gosse ies, 2017). In addi ion o he adi ional eaching me hods, a ious eaching app oaches a e used in in e cul u al nu sing cou ses such as e lec i e epo s (Hal e e al., 2015), case discussions (Allen e al., 2013), communi y se ice p og ams, and s an- da d pa ien (Ozka a San, 2019). As well as enhancing s uden s’ cul u al compe ence, such eaching app oaches a e epo ed o imp o e analy ical hinking skills, clinical eason- ing, decision-making skills, communica ion skills, eam coop- e a ion, sel -e icacy, and psychomo o skills (Allen e al., 2013; Hal e e al., 2015; Ozka a San, 2019). Ha ing said ha , no s udy esul has been ound in he li e a u e o use inno a- i e game-based eaching me hods like 360-deg ee ideos, se ious games (e.g., Re ugeoly), and escape ooms o imp o e s uden s’ cul u al compe ence and a i udes owa d e ugees. These inno a i e game-based lea ning me hods o e a my iad o bene i s o s uden s, p ima ily by p o iding an in e ac i e and pe sonalized lea ning expe ience wi hin a sa e and con- olled en i onmen (I ano ić, 2024; Yang e al., 2024). Resea ch indica es ha hese me hods os e ac i e lea ning and pa icipa ion, clinical p oblem-sol ing, eamwo k, c e- a i e hinking, and enhanced sa is ac ion and mo i a ion (Anguas-G acia e al., 2021; Gómez-U quiza e al., 2022; Molina-To es e al., 2022; Roman e al., 2020). Thus, hese inno a i e eaching app oaches aimed o encou age nu sing s uden s o e lec deeply on he challenges aced by e ugees, o exp ess hei emo ions, and he eby achie e a ec i e lea n- ing. While some o hese inno a i e game-based eaching me hods a e commonly used o impa p o essional skills o nu sing s uden s o as an assessmen esou ce, his s udy is he i s o use hem o e alua e nu sing s uden s’ a i udes and cul- u al compe ency owa d e ugees. In his con ex , he esea ch indings a e expec ed o con ibu e o he nu sing li e a u e by add essing a gap in his a ea. Me hod S udy Design A sequen ial explana o y mixed-me hod s udy was con- duc ed om Ma ch o May 2023. The explana o y sequen ial design comp ised wo independen s ands applied sequen- ially: (a) a quan i a i e s and, which collec ed and analyzed nume ical da a and (b) a quali a i e s and, which collec ed and analyzed ex ual da a. The quan i a i e s and is o en p io i ized, and he wo s ands can be connec ed in a ious ways du ing he in e media e s age (I anko a e al., 2006). In his s udy, in eg a ion occu ed du ing he selec ion o Phase 2 pa icipan s, based on he esul s o Phase 1. The ou comes o bo h phases we e combined o p o ide a mo e comp ehensi e and meaning ul unde s anding o he impac o inno a i e game-based eaching me hods on nu sing s u- den s’ cul u al compe ence and a i udes owa d e ugees (C eswell & C eswell, 2018). All hings conside ed, he esea ch ques ions we e: Resea ch Ques ion 1 (RQ1): Wha is he impac o inno- a i e game-based lea ning me hods on s uden s’ a i- udes owa d e ugees and cul u al compe ence? Resea ch Ques ion 2 (RQ2): How do nu sing s uden s desc ibe hei expe iences in he use o inno a i e Baysal e al. 3 game-based me hods o os e ing a i udes owa d e u- gees and cul u al compe ence? The ollowing mixed me hods esea ch ques ion was answe ed in he in e p e a ion phase o he s udy, subsequen o an au onomous analysis o he da a om each s udy componen : Resea ch Ques ion 3 (RQ3): How do nu sing s uden s pe cei e ha hese inno a i e game-based eaching me h- ods a ec ed hei a i udes and cul u al compe ence owa d e ugees? Se ing and Pa icipan s This s udy was ca ied ou a he Uni e si y o Alme ia wi h 141 nu sing s uden s in he second semes e o he academic yea 2022–2023. The selec ion c i e ia included hose s u- den s who we e (a) en olled in he Resea ch Me hods mod- ule, (b) a ended a leas 80% o lessons, (c) 18 o olde , and (d) willing o p o ide w i en in o med consen be o e pa - icipa ing in he s udy. P ocedu e The ac i i y was designed o be pe o med in he inal ses- sion o he Resea ch Me hods module, a manda o y module in he i s yea o nu sing deg ee ha is de eloped o e a 15-week pe iod. In his case, he expe imen al g oup ecei ed an inno a i e game-based eaching app oach, whe eas he con ol g oup ecei ed a adi ional-based eaching app oach. The expe imen al g oup s uden s we e di ided in o g oups o six o eigh pe sons, o a ed and wa ched (a) Clouds o e Sid a Documen a y wi h i ual eali y (VR) glasses and played he (b) Re ugeoly game. A week la e , bo h g oups we e di ided in o g oups o six o eigh pe sons and pa ici- pa ed in an (c) escape oom. All p og ams we e scheduled acco ding o s uden s’ a ailabili y ou side he class hou s and we e communica ed o he s uden s. Clouds O e Sid a Documen a y. The s uden s in he expe i- men al g oup wa ched he 8-min “Clouds o e Sid a” docu- men a y c ea ed wi h 360-deg ee ideo echnology, wea ing VR headse s. The documen a y ocuses on he Za’a a i Re u- gee Camp in Jo dan, which is home o 80,000 Sy ians leeing om iolence. Child en make up mo e han hal o he popu- la ion. The documen a y ells he s o y o he 12-yea -old Sid a. Viewe s can imme se hemsel es in he ilm using a VR headse . The use s wa ching he sho s made using 360-deg ee came as blended in o he documen a y wi h hei physical eali y (Suzuki, 2022). Re ugeoly. The s uden s in he expe imen al pa icipa ed in a se ious game ac i i y based on na a i e s o y elling sched- uled ou side o class hou s. Re ugeoly was designed by Vinny Mon ag based on he game called “Monopoly” o unde s and he d ama ic jou ney o e ugees ying o ind hemsel es a ha en (Mon ag, 2020). I allows he playe o s ep in o he shoes o a e ugee and expe ience he eal-li e condi ions ha a e ugee mus go h ough on he jou ney o a sa e coun y. The main p inciple o he game is o each and aise awa eness. The game consis s o ca ds numbe ed om 0 o 39. Each o hese ca ds is p in ed in size A1-A0 and placed o ollow one ano he , c ea ing la ge squa e-shaped a eas (3 × 3 m). The playe s a e expec ed o oll he dice and mo e clockwise along he game a ea acco ding o he num- be on he dice. On he subsequen ca ds, di e en condi ions (ad e se wea he condi ions, disease dea h, depo a ion, e c.) encoun e ed by e ugees on hei jou ney a e p esen ed ch onologically. The e is a symbol on each box (ca d) gi ing in o ma ion abou he si ua ion o e en ha he playe mus go h ough. The meanings o hese symbols we e ead aloud by he esea che s, and he s uden s we e asked o ac acco d- ing o he ins uc ions (Figu e 1). The Escape Room. This ac i i y in ol ed a e ugee s anda d pa ien who had a language ba ie and was unable o com- munica e e ec i ely. The pa ien was locked in a oom, and he s uden s we e old o ind wo sepa a e codes o unlock he doo . The s uden s we e in o med abou he ules and he scena io be o e he ac i i y. The s uden s we e di ided in o g oups o six o eigh , each g oup was u he di ided in o wo and was locked in wo sepa a e ooms. They we e expec ed o sol e he opic- ela ed puzzles and iddles and, ul ima ely, unlock he padlock in 20 min using hei knowl- edge o he Resea ch Me hods module. Meanwhile, he s u- den s we e in cons an communica ion h ough a walkie- alkie and ound he codes by answe ing he ques ions oge he wi h eam coope a ion. To acili a e communica ion wi h he pa ien wi h a language ba ie and o de ine he pa ien ’s p oblem co ec ly, a pic og am was placed in he oom whe e he s uden s we e locked, and hey we e expec ed o ind and use he pic og am. A e he s uden s sol ed all he puzzles and iddles, hey unlocked he pa ien inside he oom using he wo codes hey ound. Phase 1. Quan i a i e S udy Quan i a i e Design and Pa icipan s. The quan i a i e s and ollowed a compa a i e c oss-sec ional design. Pa icipan s we e asked o ill in he ques ionnai e, which was comp ised o sociodemog aphic o m, Ou g oup Th ea Pe cep ion Scale (OTPS), and Cul u al Compe ence Assessmen Scale (CCA-S). S uden s we e assigned o he expe imen al and con ol g oups using he pu posi e sampling me hod based on hei “Ou g oup Th ea Pe cep ion Scale-OTPS” sco es (Na as-Luque e al., 2012). S uden s illed ou he OTPS and CCA-S scales wice, 3 mon hs apa . The s udy in ol ed a o al o 153 s uden s, including 76 in he expe imen al g oup and 77 in he con ol g oup. Howe e , because hey did no 4Jou nal o T anscul u al Nu sing 00(0) pa icipa e in all game-based eaching ac i i ies, 12 s uden s in he expe imen al g oup we e elimina ed om he s udy. The s udy was comple ed wi h 141 nu sing s uden s mee ing he inclusion c i e ia (Figu e 2). Quan i a i e Da a Collec ion and Measu es. The ins umen o da a collec ion comp ised: (a) a sel -adminis a ed ques- ionnai e wi h sociodemog aphic da a, as well as (b) OPTS and (c) CCA-S scales. The OTPS consis s o 13 i ems (nine ealis ic h ea s and ou symbolic h ea s) (Na as-Luque e al., 2012). The scale is a 5-poin Like - ype ype one (1 = none; 5 = a lo ). The pa icipan s a e asked o indica e “To wha ex en hey eel a isk because o e ugees (ou - g oups)” in e ms o educa ional alues, amily alues, eli- gious belie s, cul u al adi ions (symbolic h ea s), access o employmen , heal h ca e sys em, educa ion sys em, social wel a e sys em, social secu i y, economic s abili y o he coun y, heal h, pe sonal secu i y, public o de in he coun y, and he secu i y o he coun y ( ealis ic h ea s). Mean sco es a y be ween 1 and 5. In s udies conduc ed wi h he Spanish popula ion, C onbach’s alpha coe icien was ound o be be ween .85 and .94 depending on he e ugee g oup. The C onbach’s alpha alue in he p esen s udy was de e - mined as .92. The CCA-S consis s o 25 i ems and wo subscales o Cul u al Compe ence Beha io s and Cul u al Awa eness and Sensi i i y (Raigal-A an e al., 2019; Schim e al., 2003). The 11-i em Cul u al Awa eness and Sensi i i y sub- scale measu es cul u al awa eness and sensi i i y. The Cul u al Awa eness and Sensi i i y subscale uses a 7-poin Like - ype scale (7 = s ongly ag ee o 1 = s ongly dis- ag ee) and has a no opinion op ion. The 14-i em Cul u al Compe ence Beha io s subscale measu es cul u al compe- ence beha io s. The Cul u al Compe ence Beha io s sub- scale uses a 7-poin Like - ype scale (7 = always o 1 = ne e ) and has a no su e op ion. Highe sco es indica e highe le els o knowledge, mo e posi i e a i udes, and a g ea e equency o compe ence beha io s. C onbach’s alpha o CCA-S was .91. C onbach’s alpha o his s udy was .91 as well. Quan i a i e Da a Analysis. The quan i a i e da a we e ana- lyzed using he SPSS 21.0 (S a is ical Package o Social Sciences, IBM Co p., A monk, New Yo k, USA, ABD) Figu e 1. Re ugeoly Game Design. Baysal e al. 5 so wa e. No mali y was es ed using he Shapi o–Wilk no mali y es . As he da a we e dis ibu ed no mally, an independen sample - es was used o compa e he sco es o he independen g oups, and a pai ed sample - es was used o compa e he sco es be o e and a e he in e en- ion. The s a is ical signi icance was se a .05 in he s udy. Figu e 2. Flow Diag am o S udy. 6Jou nal o T anscul u al Nu sing 00(0) Phase 2. Quali a i e S udy Quali a i e Design and Pa icipan s. The quali a i e s and ollowed a desc ip i e quali a i e con en analysis (K ip- pendo , 2019) a e quan i a i e analysis was comple ed. The pu pose was o unde s and nu sing s uden s’ expe i- ences o he p ocedu e and explo e hei pe cep ions o i s use o os e ing cul u al compe ence and a i udes owa d e ugees. Quali a i e Da a Collec ion. All pa icipan s we e asked o w i e a e lec ion epo . Gibb’s model and esul s om quan i a i e analysis we e used o de elop he e lec ion epo o m. Gibb’s Re lec i e Cycle was de eloped by G a- ham Gibbs in 1988 o s uc u e lea ning h ough expe ience. The e lec ion cycle o e s a amewo k o examining expe- iences and enables you o lea n om wha wo ks well o does no and o make plans, conside ing i s cyclical na u e. The e lec ion cycle consis s o six s ages: desc ip ion o he expe ience, e alua ion o bo h good and bad expe ience, eelings and opinions abou he expe ience, analysis o he si ua ion, conclusion on wha can be done di e en ly, and an ac ion plan on how o deal wi h simila si ua ions in he u u e (The Uni e si y o Edinbu g, 2020). Quali a i e Da a Analysis. MAXQDA Analy ics P o p o- g am 2020 was used o e alua e quali a i e da a. The w i - en da a ob ained om he s uden s we e analyzed using con en analysis. K ippendo ’s (2019) me hod o quali- a i e con en analysis ia “clus e ing” was used o analyze da a. This me hod allows esea che s o make conclusions om in e iew ansc ip s by g ouping da a “based on in ui i ely meaning ul simila i ies among uni s o analy- sis.” Following ansc ip ion, an in-dep h analysis was pe - o med, and s uden s’ simila exp essions we e clus e ed as uni s. These g ouped exp essions we e used o de e - mine subca ego ies and hen ca ego ies. All au ho s pa - icipa ed in all s eps o he analysis p ocess o inc ease alidi y. The indings we e illus a ed wi h quo es, and each quo a ion was iden i ied wi h “s uden numbe .” The esea che s analyzed he da a sepa a ely, and ca ego ies and meaning uni s we e discussed. E hical Conside a ions This s udy was app o ed by he E hics Commi ee a he Uni e si y o Alme ia (EFM 246/23). Pa icipan s we e asked o ead and accep he in o med consen o m explaining he aim o he s udy be o e s a ing o answe he ques ionnai e. The s udy was conduc ed in acco dance wi h he e hical s anda ds o he Decla a ion o Helsinki and subsequen amendmen s. W i en pe mission was ob ained om he scale owne s and Vinny Mon ag, he de elope o he game, o he Re ugeoly game o be used in esea ch. Validi y and Reliabili y/Rigo Me hodological iangula ion was he main s a egy employed o ensu e igo , accomplished h ough he delibe - a e and sys ema ic collec ion, analysis, and in eg a ion o bo h quan i a i e and quali a i e da a. The mixed me hods app oach acili a ed he a ainmen o mo e comp ehensi e and co obo a ed indings. The na a i es p o ided by nu s- ing s uden s ega ding hei educa ional expe iences we e ins umen al in elucida ing “how” and “why” hey belie ed he p ocedu e in luenced hei a i udes owa d e ugees. Guided by he c i e ia o high-quali y mixed me hods s ud- ies ou lined by C eswell and Plano-Cla k (2018), he esea ch eam: (a) ga he ed bo h quan i a i e and quali a i e da a o comp ehensi ely add ess he o e a ching esea ch ques- ions; (b) ensu ed me hodological cong uence ac oss bo h e alua ion s ands; and (c) pu pose ully in eg a ed he wo s ands a mul iple s ages h oughou he e alua ion p ocess. P io o he second se o desc ip i e quali a i e con en anal- ysis, he quan i a i e da a we e analyzed, acili a ing he iden i ica ion o opics o u he explo a ion in he subse- quen discussions. The accu acy o he quan i a i e indings was independen ly e i ied by membe s o he esea ch eam (E.B. and P.R.). Fu he mo e, he us wo hiness o he qual- i a i e indings was bols e ed h ough esea che iangula- ion du ing he analysis and in e p e a ion s ages (M.R.-A. and P.R.), ex ended engagemen in he ield wi h longi udinal da a collec ion, and e lexi i y. Findings Phase 1. Quan i a i e Findings The e we e no s a is ical di e ences be ween he expe imen- al and con ol g oups in e ms o desc ip i e cha ac e is ics (Table 1). The e was no s a is ically signi ican di e ence in he desc ip i e cha ac e is ics o he s uden s based on he mean o al OTPS and he mean o al CCA-S sco e (p > .05) (da a no shown). The mean o al OTPS sco e o he s uden s was below he a e age (expe imen al g oup: 1.992 ± 0.75, con ol g oup: 2.07 ± 0.72), while he o al CCA-S sco es (expe imen al g oup: 126.484 ± 27.08, con ol g oup: 122.480 ± 28.47) we e abo e he a e age. I was de e mined ha he mean o al OTPS and o al CCA-S sco es we e no s a is ically sig- ni ican di e ences be ween he expe imen al and con ol g oups ei he be o e o a e he in e en ion. When he change in he mean o al OTPS and o al CCA-S sco es o he g oups be o e and a e he in e en ion was examined, no signi ican di e ences we e obse ed be ween he changes ha occu ed in he g oups’ sco es (Table 2). Phase 2. Quali a i e Findings De i ed om he con en analysis, h ee majo ca ego ies eme ged om ou da a: (a) expe iences ega ding he Baysal e al. 7 360-deg ee ilm, wi h six subca ego ies; (b) expe iences a e playing Re ugeoly Game, wi h ou subca ego ies; and (c) expe iences ela ed o he Escape Room, wi h ou sub- ca ego ies. All ca ego ies a e summa ized in Table 3. Expe iences Rega ding he 360-Deg ee Film. A e wa ching he ilm, he s uden s exp essed ha hey el lucky; hey we e as onished, desensi ized, and el imme sed. They also epo ed ge ing mo e empa he ic and de eloping an inc eased awa eness o he e ugee issue. I was de e mined ha he s uden s lacked some knowledge and skills conce n- ing anscul u al nu sing and ha hey wan ed o add ess hese de iciencies h ough an empa he ic app oach, indi idu- alized ca e, ac i e lis ening, lea ning di e en languages, and ecei ing educa ion. The s uden s eel sadness, ange , and guil abou he e ugee issue. Thei ecommenda ions o he solu ion o he e ugee issue include helping, aising awa eness in socie y, p o iding psychological suppo , and acili a ing hei in eg a ion in o socie y. Expe iences A e Playing Re ugeoly Game. The s uden s ound he game design educa i e, un, engaging, ealis ic, and in e ac i e. They s a ed ha hey lea ned abou he e ugee issue by expe iencing, gaining awa eness, and de eloping empa hy. They con eyed eelings o sadness, as onishmen , ange , and disappoin men in esponse o he challenges aced by e ugees du ing he mig a ion p ocess and exp essed ha hey we e g a e ul o hei own ci cums ances. In addi- ion, hey ecommended he inclusion o he game in o nu s- ing educa ion and he p o ision o p ac ical aining on he e ugee issue. Expe iences Rela ed o he Escape Room. The s uden s de ined he design o he escape oom as un, engaging, educa i e, and well-o ganized. Howe e , hey ecommended ha mo e ime and clues should be p o ided, and echnical p oblems should be an icipa ed o u u e implemen a ions o he escape oom. They s a ed ha hey had he oppo uni y o pu hei heo e ical knowledge in o p ac ice, imp o e hei anscul u al nu sing skills, eam collabo a ion, and commu- nica ion skills in he escape oom, as well as aise awa eness and be mo e empa he ic. Discussion We conduc ed his s udy o e alua e he e ec o inno a i e game-based eaching me hods on nu sing s uden s’ a i udes owa d e ugees and cul u al nu sing compe encies. In he Table 1. Desc ip i e Cha ac e is ics o he Pa icipan s. Cha ac e is ics Expe imen al g oup (n = 64) Con ol g oup (n = 77) To al (n = 141) pn %n%n% Age (M ± SD) 21.734 ± 7.77 21.051 ± 4.67 21.361 ± 6.25 = 0.643* p = .521 Gende , (%) 52 81.3 58 75.3 110 78.0 χ2 = 0.715** p = .398 Female 12 18.7 19 24.7 31 22.0 Male Ha ing mig an o e ugee ela i es o iend(s), (%) χ2 = 1.447 p = .229 Yes 7 10.9 14 18.2 21 14.9 No 57 89.1 63 81.8 120 85.1 Ha ing iend(s) om a di e en cul u e, (%) χ2 = 0.003 p = .953 Yes 60 93.8 72 93.5 132 93.6 No 4 6.3 5 6.5 9 6.4 Li ing ab oad, (%) χ2 = 0.040 p = .841 Yes 6 9.4 8 10.4 14 9.9 No 58 90.6 69 89.6 127 90.1 Is you amily a i s -gene a ion immig an ?, (%) χ2 = 0.126 p = .722 Yes 4 6.3 6 7.8 10 7.1 No 60 93.7 71 92.2 131 92.9 Ca ing e ugee pa ien (s), (%) χ2 = 2.804 p = .094 Yes 38 59.4 56 72.7 94 66.7 No 26 40.6 21 27.3 47 33.3 Feeling compe en while ca ing o e ugee pa ien (s)? (%) χ2 = 0.769 p = .380 Yes 60 93.7 69 89.6 129 91.5 No 4 6.3 8 10.4 12 8.5 *S uden ’s - es . **Fishe ’s exac es . 8 Table 2. Compa ison o he OTPS and CCA-S Sco es in G oups Be o e and A e he In e en ion (n=141). Va iables Times Expe imen al g oup (n=64) Con ol g oup (n=77) Tes M ± SD Mdn (IQR)** 95% CI o mean (lowe bound- uppe bound) M ± SD Mdn (IQR)** 95% CI o mean (Lowe Bound- Uppe bound) To al OTPS sco e P e-in e en ion 1.992 ± 0.75 1.92 (1.32) [1.813, 2.182] 2.07 ± 0.72 2.00 (1.53) [1.897, 2.236] = −0.646* p= .519 Pos -in e en ion 2.057 ± 0.72 1.92 (1.38) [1.888, 2.245] 2.220 ± 0.77 2.15 (1.61) [2.044, 2.392] = −1.279* p = .203 aDi e ence o o al OTPS sco e −0.064 ± 0.802 −0.11 (−0.44) [−0.269, 0.140] −0.146 ± 0.631 −0.15 (−0.61) [−0.278, 0.003] = 0.678* p = .499 Tes = −0.647*** p = .520 = −2.041*** p = .05 To al CCA-S sco e P e-in e en ion 126.484 ± 27.08 130.50 (42.75) [119,719, 133,249] 122,480 ± 2,847 126.00 (48.00) [116,016, 128,944] = 0.850* p = .397 Pos -in e en ion 123.078 ± 28.48 130.00 (39.0) [115.962, 130.193] 126.090 ± 25.33 130.00 (35.0) [120.340, 131.841] = −0.664* p = .508 bDi e ence o o al CCA-S sco e 3.406 ± 35.00 7.0 (47.50) [−5.336, 12.149] −3.610 ± 34.08 −3.0 (34.08) [−11.346, 4.125] = 1.202* p = .231 Tes ** = 0.779*** p = .439 = −0.929*** p = .356 aDi e ence o o al OTPS sco e: P e-in e en ion minus pos -in e en ion. b Di e ence o o al CCA-S sco e: P e-in e en ion minus pos -in e en ion. *Independen sample - es . **IQR: in e qua ile ange. *** Pai ed sample - es . Baysal e al. 9 p esen s udy, he abo e-a e age cul u al compe ence and below-a e age ex e nal h ea pe cep ions o nu sing s u- den s we e conside ed posi i e indings. The li e a u e includes con o e sial in o ma ion ega ding nu sing s u- den s’ cul u al compe ence and a i udes owa d e ugees (Choi & Kim, 2018; P eposi-C uz e al., 2018; Uga e- Gu u xaga e al., 2020). The disc epancy in esea ch ind- ings may ha e esul ed om he cul u al cha ac e is ics o he coun ies, di e ences in hei demog aphic s uc u es, and he eaching me hods employed in nu sing cu icula. The AACN highligh s ha nu ses need cul u al unde s anding and sensi i i y o p o ide sa e and high-quali y ca e, sug- ges ing ha he inc easing globaliza ion equi es a ocus on di e si y and he use o inno a i e s a egies in nu sing edu- ca ion (Ame ican Associa ion o Colleges o Nu sing, 2008). In he li e a u e, i was s a ed ha educa ion in e en ions can imp o e heal h p ac i ione s’ cul u al compe ency in e ms o knowledge, a i udes, and abili ies, ega dless o he du a ion, design, o con en s o he in e en ions (Alici, 2021; Kohlb y, 2016). A a ie y o eaching s a egies we e epo ed, including adi ional lec u es, in e na ional se ice- lea ning, e lec i e epo s, case discussions, in e en ions based on he con ac hypo hesis, communi y se ice p ac- ices, co po a e social esponsibili y ac i i ies, ole-play, na - a i e s o y elling, and s anda d pa ien s (Hal e e al., 2015; Kohlb y, 2016; Ozka a San, 2019). Unlike p e ious educa ional p ac ices, in he p esen s udy, we aimed o e alua e s uden s’ cul u al compe ence and pe cep ions o ou -g oup h ea s using me hods like 360-deg ee ilm iewing wi h VR headse s and inno a i e game-based eaching me hods like he se ious game “Re ugeoly” and escape ooms. An inc ease was expec ed in he mean o al CCA-S and OTPS sco es o he s uden s ol- lowing he implemen a ion o he in e en ions. Howe e , i was seen ha he e was no signi ican di e ence in bo h scale sco es, and in ac , a sligh dec ease was disce ned in bo h he expe imen al and con ol g oups. Simila ly, Kohlb y (2016) ound ha nu sing s uden s’ cul u al compe ence le - els dec eased a e a aining in e en ion. This could be explained by pa icipan s ha ing a be e unde s anding o he meanings o he associa ed i ems a e he in e en ions, allowing hem o judge hemsel es mo e objec i ely and he e o e lowe hei sco es. This ype o expe ience helps s uden s expand hei wo ld iew and o ces hem o conside i hey comple ely comp ehend he equi emen s o a pe son om ano he cul u e (Liu e al., 2018). Lea ning h ough expe iences is conside ed one o he mos pe manen and e ec i e ways o lea ning (Anguas- G acia e al., 2021). In he p esen s udy, in which we employed a ious eaching me hods oge he , i was aimed o p o ide s uden s wi h a ec i e lea ning in he con ex o anscul u al nu sing, mig a ion, and e ugee issues. When we e alua ed he s uden s’ opinions abou he game-based eaching me hods, we ound ha all h ee o he me hods made s uden s con empla e he issue o mig a ion and e u- gees and ga e hem some nega i e eelings abou hese Table 3. Mos Rep esen a i es Subca ego ies, Meaning Uni s and Quo es o Pa icipan s. Ca ego ies Subca ego ies Meaning uni s Rep esen a i e quo es Expe iences ega ding he 360-deg ee ilm Emo ional e ec s o he ilm Desensi iza ion (n = 9) “I eel a li le bi emp y . . . We ha e no malized e e y hing so much because o ele ision and media ha I belie e we ha e de eloped immuni y o such ideos” (D61) Recommenda ions o he solu ion o he e ugee p oblem Raising awa eness in socie y (n = 11) “People need o be in o med mo e abou he e ugee p oblem. Many people a e no e en awa e o he issue. I hink he media should pu mo e e o because hey ha e a g ea impac on socie y” (D40) Expe iences a e playing Re ugeoly Game Game Design In e ac i e (n = 9) “The game was so dynamic . . . I gi es in o ma ion abou he di icul ies aced by e ugees on each box and you lea n abou he p ocess hey go h ough by playing in o de o each he a ge ” (D37) Lea ning ou comes De eloping empa hy (n = 16) “You pu you sel in o he shoes o hese people and y o empa hize wi h hem as much as possible because you can’ know wha hey go h ough unless you ha e been he e” (D49) Expe iences ela ed o he Escape Room Wha hey liked abou he game design Educa i e (n = 37) “The escape oom is an engaging and al e na i e me hod o e alua e ou exis ing knowledge as well lea ning new hings. We eally ob ained mo e in o ma ion abou a cul u ally di e en pa ien in an in e es ing way” (D45) Wha hey wan ed o change in he game design Technical p oblems should be an icipa ed (n = 11) “The communica ion be ween he wo g oups was no e y good. We had di icul y using he walkie- alkies. Such ac o s as echnology should also be conside ed. We we e acing agains ime, echnical issues caused us o lose ime” (K47)