LEARNING FEEDBACK FORM
Learning insights (Clinical Experience) Inclusive Dates: Nov. 19, 2024
Name of Student: Arma, Gercia Jade O. Clinical Areas/Hospital:
Brgy. Surok, Borongan E. Samar
A. Significant Activities (Events Experiences) (20%)
For our second day we the group 1 were tasked to plan a minigame for the locals
of Brgy. Surok, and it was fun and fulfilling. Apart from promoting the value of
health awareness, the program sought to allow the community to join in on a
relaxing and pleasurable manner. We tried to ensure that all the game was
absolutely friendly toward all players, be they old or young, healthy or
handicapped.
People enjoyed playing the game a great deal, and the reward opportunity was just
as exciting as the competition was. It was a super effective way to bring a
community together and make it feel welcoming, which certainly helped with
icebreakers and making people get closer to each other. We managed to sneak
health-related messages into the game, reminding them how important it is to care
for their health in a gentle way.
Given that health education was fun, residents became more engaged in the
activity as well as in community building. I learned a lesson on creativity and fun in
relation to health advocacy. It was a great learning experience because it showed
me that big or official health measures do not necessarily have to occur to bring
about change. Sometimes small things, such as games, can have a big impact and
make people more willing to study and accept the offer of health programs.
B. Nursing Action (20%)
We set up a minigame for the residents as our main nursing activity, targeting
quietly raising health awareness while entertaining and relating to the community at
large. The game was included so that everyone can participate and enjoy it. We
will also offer some prizes to make the event exciting. In doing so, we created an
environment of warmth and elation while at the same time bringing humor to the
fact that one's good health is priceless. This nursing intervention demonstrated how
creativity can work well in engaging individuals and advancing health education.
C. Personal Reaction/Feelings (20%)
It was quite thrilling and exciting to prepare the mini game for the residence. All our
regular patterns got disturbed, but watching the excitement of the residents really
playing their parts felt great. I was thrilled that we could make the residents enjoy
and at the same time spread a message about health in an entertaining manner.
The prizes seemed to be appreciated by the participants, and it felt like we were
truly connecting with them, so that was something really appreciated by the
residents. Overall, it was a lighthearted experience and rewarding in that manner,
reminding me of how important positive, engaging activities are to health
promotion.
D. Critical Thinking / Integration (20%)
As we planned the mini game for the residents, I could not stop my mind from
thinking about how useful health promotion activities would be if they were
enjoyable.Since the purpose of the event was only entertainment, I realized that
this was a great opportunity to teach locals casually about health. We inputted
health messages in the gameplay so that essential information was delivered to
participants without overwhelming them. The learning experience becomes thus
more enjoyable and memorable.
E. Recommendations (20%)
I would rather develop ways to get the residents more actively interested in this
project rather than mere incentives of food and prizes, instead. Of course, these
offerings usually motivate many people, but one would be more comfortable
developing a sense of community involvement and more longer-term commitments.
One method could be to emphasize the long benefits of health education and how
it can improve their quality of life and make them more interested in participating.