Effect of Virtual Game–Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning
In: CIN: Computers, Informatics, Nursing, Jg. 42 (2024), Heft 3, S. 218-225
academicJournal
Zugriff:
Game-based virtual reality simulation programs can capitalize on the advantages of non–face-to-face education while effectively stimulating the interest of trainees and improving training efficiency. This study aimed to develop a game-based virtual reality simulation program for nervous system assessment and to evaluate the effects of the program on the learning attitudes of nursing students. Using a one-group pretest-posttest design, 41 senior nursing students were enrolled, and their learning attitudes (self-directed learning attitude, academic self-efficacy, flow-learning experience, and learning presence) were evaluated. The effect of the program was statistically significant in self-directed learning attitude ( t = −2.27, P = .027) and learning presence ( t = −3.07, P = .003), but the difference was not statistically significant in academic self-efficacy ( t = −1.97, P = .054) and learning flow ( t = −0.74, P = .459). The virtual gaming simulation program can be used to effectively replace field training in situations wherein field training is limited, such as during the COVID-19 pandemic.
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Effect of Virtual Game–Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning
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Autor/in / Beteiligte Person: | Kim, Hyun Jin ; Oh, Juyeon ; Lee, Seonhye |
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Zeitschrift: | CIN: Computers, Informatics, Nursing, Jg. 42 (2024), Heft 3, S. 218-225 |
Veröffentlichung: | Ovid Technologies (Wolters Kluwer Health), 2024 |
Medientyp: | academicJournal |
ISSN: | 1538-9774 |
DOI: | 10.1097/cin.0000000000001105 |
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