A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students. (April 2021)
- Record Type:
- Journal Article
- Title:
- A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students. (April 2021)
- Main Title:
- A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students
- Authors:
- Breitkreuz, Karen R.
Kardong-Edgren, Suzan
Gilbert, Gregory E.
DeBlieck, Connie
Maske, Mariam
Hallock, Christy
Lanzara, Susan
Parrish, Kathryn
Rossler, Kelly
Turkelson, Carman
Ellertson, Anthony
Brown, Kimberly N.
Swetavage, Taylor
Werb, Michael
Kuchler, Elizabeth G.
Saiki, Lori S.
Noe, Shelly R. - Abstract:
- Ausability study of aVirtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention ofpsychomotor skills in health care is essential tosafe clinical practice . Bauman suggests games are most useful when they are part of a layered-learning approach; in other words, they support various forms of learning and serve as cognitive aids (Bauman et al., 2014 ). Intervention: TheVR Sterile Urinary Catheter Insertion Game (VRSUCIG) was created by nurses and a computer gaming developer to provide nursing students with a cost-effective way to practice sterile catheter insertion skills in a systematic, evidence-based manner. A usability study and user reaction survey were conducted to gain a deep understanding of user's needs. Methods: Three hundred nursing students, from 9 US nursing schools participated. Participants played the VR SUCIG and completed theSystem Usability Scale (SUS) and aUser Reaction Survey (URS). Results: The SUS for the 2nd generation of the VR SUCIG was 57, or medium usability. The URS demonstrated the game motivated them to keep practicing. The VR SUCIG promotedrepetitive practice of the skill and visually accentuated the concept of sterility. Conclusions. User reactions indicate that nursing students were eager and excited to utilize this technology. Usability scores indicate further refinement of technology is needed.
- Is Part Of:
- Simulation & gaming. Volume 52:Number 2(2021)
- Journal:
- Simulation & gaming
- Issue:
- Volume 52:Number 2(2021)
- Issue Display:
- Volume 52, Issue 2 (2021)
- Year:
- 2021
- Volume:
- 52
- Issue:
- 2
- Issue Sort Value:
- 2021-0052-0002-0000
- Page Start:
- 169
- Page End:
- 184
- Publication Date:
- 2021-04
- Subjects:
- virtual reality -- simulation/gaming -- Nursing Education -- Oculus Rift -- Nursing Skill Development -- Bauma's Layered Learning Theory
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878120954891 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 15239.xml