A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students

被引:16
|
作者
Breitkreuz, Karen R. [1 ,2 ]
Kardong-Edgren, Suzan [4 ,5 ]
Gilbert, Gregory E. [6 ]
DeBlieck, Connie [7 ]
Maske, Mariam [7 ]
Hallock, Christy [8 ]
Lanzara, Susan [9 ]
Parrish, Kathryn [10 ,11 ]
Rossler, Kelly [12 ]
Turkelson, Carman [13 ]
Ellertson, Anthony [3 ]
Brown, Kimberly N. [2 ]
Swetavage, Taylor [2 ]
Werb, Michael [5 ]
Kuchler, Elizabeth G. [7 ]
Saiki, Lori S. [7 ]
Noe, Shelly R. [7 ]
机构
[1] Texas Christian Univ, Ft Worth, TX 76109 USA
[2] Boise State Univ, Boise, ID 83725 USA
[3] Boise State Univ, Games Interact Media & Mobile Program, Boise, ID 83725 USA
[4] Ctr Med Simulat, Boston, MA USA
[5] Robert Morris Univ, Coraopolis, PA USA
[6] SigmaStat Consulting LLC, Charleston, SC USA
[7] New Mexico State Univ, Las Cruces, NM USA
[8] Oklahoma Christian Univ, Edmond, OK USA
[9] Mansfield Univ, Mansfield, PA 16933 USA
[10] Univ North Georgia, Coll Hlth Sci & Profess, Simulat, Dahlonega, GA USA
[11] Univ North Georgia, Nursing, Dahlonega, GA USA
[12] Baylor Univ, Louise Herrington Sch Nursing, Waco, TX 76798 USA
[13] Univ Michigan, Nursing Simulat Ctr, Sch Nursing, Flint, MI 48503 USA
关键词
virtual reality; simulation; gaming; Nursing Education; Oculus Rift; Nursing Skill Development; Bauma's Layered Learning Theory; SIMULATION; CHECKOFF;
D O I
10.1177/1046878120954891
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Ausability studyof aVirtual RealitySterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention ofpsychomotor skillsin 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 practiceof 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.
引用
收藏
页码:169 / 184
页数:16
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