Suppr超能文献

一项混合方法可行性研究,评估沉浸式虚拟现实败血症游戏作为护理教育辅助手段的可接受性和适用性。

A mixed-methods feasibility study to assess the acceptability and applicability of immersive virtual reality sepsis game as an adjunct to nursing education.

机构信息

Charak Academy, Purbanchal University, Pokhara, Nepal.

School of Health and Social Care, Edinburgh Napier University, Edinburgh EH11 4BN, United Kingdom of Great Britain and Northern Ireland.

出版信息

Nurse Educ Today. 2021 Aug;103:104944. doi: 10.1016/j.nedt.2021.104944. Epub 2021 May 4.

Abstract

BACKGROUND

Virtual Reality (VR) simulation has been a topic of interest in recent years as an innovative strategy for healthcare education. Although there are a handful of studies evaluating VR simulation on knowledge, motivation, and satisfaction; there is a paucity of evidence to evaluate the effectiveness, acceptability and usability of 'Immersive' VR (IVR) simulation in nursing students.

OBJECTIVES

A two-stage sequential mixed-methods feasibility study underpinned by gaming theory investigated; (1) the impact of IVR sepsis game on pre-registration nurses' self-efficacy and, (2) their perceptions of the acceptability and applicability of IVR sepsis game as an adjunct to nursing simulation education.

METHODS

The IVR simulation intervention was designed in collaboration with serious game specialists. Stage one collated pre and post-intervention self-efficacy scores with 19 pre-registration nurses using the validated instrument, Nursing Anxiety and Self-Confidence with Clinical Decision Making (NASC-CDM©) scale. Stage two used a descriptive qualitative approach to explore student nurses' perceptions of the game.

RESULTS

In stage one, pre and post-test scores revealed significant increase in self-confidence (26.1%, P < 0.001) and a significant decrease in anxiety (23.4%, P < 0.001). Stage two qualitative responses revealed four over-arching themes: acceptability, applicability, areas of improvement of IVR sepsis game and limitations of IVR game.

CONCLUSION

IVR simulation show promise as an adjunct for nurse simulation and it appears to increase self-efficacy in pre-registration nursing students. Further testing with a sufficiently powered sample size will ratify findings and provide effective solutions to distance and online learning.

摘要

背景

虚拟现实 (VR) 模拟技术近年来备受关注,成为医疗保健教育的创新策略。虽然有一些研究评估了 VR 模拟在知识、动机和满意度方面的效果,但缺乏评估沉浸式 VR (IVR) 模拟在护理学生中的有效性、可接受性和可用性的证据。

目的

一项基于游戏理论的两阶段序贯混合方法可行性研究,调查了:(1) IVR 败血症游戏对注册前护士自我效能的影响,以及 (2) 他们对 IVR 败血症游戏作为护理模拟教育辅助工具的可接受性和适用性的看法。

方法

IVR 模拟干预措施是与严肃游戏专家合作设计的。第一阶段使用经过验证的护理焦虑和自我效能与临床决策量表(NASC-CDM©),对 19 名注册前护士进行了干预前后的自我效能评分。第二阶段采用描述性定性方法,探讨了学生护士对游戏的看法。

结果

在第一阶段,前后测分数显示自信感显著增加(26.1%,P < 0.001),焦虑感显著降低(23.4%,P < 0.001)。第二阶段的定性反应揭示了四个总体主题:可接受性、适用性、IVR 败血症游戏的改进领域和 IVR 游戏的局限性。

结论

IVR 模拟技术有望成为护理模拟的辅助手段,似乎可以提高注册前护理学生的自我效能感。进一步的研究需要更大的样本量来验证研究结果,并为远程和在线学习提供有效的解决方案。

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验