Evaluating the Usability of a Second-Generation Virtual Reality Game for Refreshing Sterile Urinary Catheterization Skills

Suzan Kardong-Edgren, Karen Breitkreuz, Michael Werb, Stephen Foreman, Anthony Ellertson

Research output: Contribution to journalArticlepeer-review

45 Scopus citations

Abstract

Background Virtual reality (VR) allows risk- and anxiety-free practice, mediated by consistent objective feedback. Purpose This study evaluated the usability of a VR game system for sterile catheterization practice. Participant enjoyment, engagement, likelihood to practice, and comfort using VR are reported. Methods Thirty-one students and faculty tested a VR game using Oculus Rift devised to allow practice of placing a urinary catheter in a virtual patient. Data were collected via an electronic survey using the System Usability Survey (SUS) and a User Reaction Survey (URS). Results The SUS score was 64.03. Seventy-five percent of participants rated the game as positive overall on the URS. Left-handed players had more difficulty playing the game. Players with prescription glasses could not comfortably place the Oculus Rift over their glasses to play. Conclusions The VR game shows promise for refreshing sterile catheterization skills.

Original languageEnglish
Pages (from-to)137-141
Number of pages5
JournalNurse Educator
Volume44
Issue number3
DOIs
StatePublished - 1 May 2019

Keywords

  • gaming
  • nursing education
  • simulation
  • virtual reality

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