TY - JOUR
T1 - A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students
AU - Breitkreuz, Karen R.
AU - Kardong-Edgren, Suzan
AU - Gilbert, Gregory E.
AU - DeBlieck, Connie
AU - Maske, Mariam
AU - Hallock, Christy
AU - Lanzara, Susan
AU - Parrish, Kathryn
AU - Rossler, Kelly
AU - Turkelson, Carman
AU - Ellertson, Anthony
AU - Brown, Kimberly N.
AU - Swetavage, Taylor
AU - Werb, Michael
AU - Kuchler, Elizabeth G.
AU - Saiki, Lori S.
AU - Noe, Shelly R.
N1 - Publisher Copyright:
© 2020 SAGE Publications.
PY - 2021/4
Y1 - 2021/4
N2 - A usability study of a Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention of psychomotor skills in health care is essential to safe 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: The VR 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 the System Usability Scale (SUS) and a User 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 promoted repetitive 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.
AB - A usability study of a Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention of psychomotor skills in health care is essential to safe 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: The VR 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 the System Usability Scale (SUS) and a User 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 promoted repetitive 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.
KW - Bauma’s Layered Learning Theory
KW - Nursing Education
KW - Nursing Skill Development
KW - Oculus Rift
KW - simulation/gaming
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85091435233&partnerID=8YFLogxK
U2 - 10.1177/1046878120954891
DO - 10.1177/1046878120954891
M3 - Article
AN - SCOPUS:85091435233
SN - 1046-8781
VL - 52
SP - 169
EP - 184
JO - Simulation and Gaming
JF - Simulation and Gaming
IS - 2
ER -