TY - JOUR
T1 - Nursing Faculty Perceptions of a Virtual Reality Catheter Insertion Game
T2 - A Multisite International Study
AU - Breitkreuz, Karen R.
AU - Kardong-Edgren, Suzan
AU - Gilbert, Gregory E.
AU - Anderson, Patrea
AU - DeBlieck, Connie
AU - Maske, Mariam
AU - Hallock, Christy
AU - Lanzara, Susan
AU - Parrish, Kathryn
AU - Rossler, Kelly
AU - Turkelson, Carman
AU - Ellertson, Anthony
N1 - Publisher Copyright:
© 2020 International Nursing Association for Clinical Simulation and Learning
PY - 2021/4
Y1 - 2021/4
N2 - Faculty and nursing professionals participated in a usability study of a second-generation Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG). Background: Faculty are key decision makers in acquiring technologies that lead to learning and retention of psychomotor skills in nursing. Methods: Fourty-six nursing faculty and professionals from 8 US and 1 Australian nursing school participated. Participants played the VR SUCIG and completed the System Usability Scale (SUS) and a User Reaction Survey. Results: The SUS for the second generation of the VR SUCIG was 47, or low-medium usability. User reactions were mixed. Participants stated the game was fun, challenging, and engaging, but were frustrated with technical issues, and did not enjoy learning to function in the virtual environment. Conclusions. Nursing faculty and professionals had mixed reactions to the VR SUCIG. Further game refinement is needed.
AB - Faculty and nursing professionals participated in a usability study of a second-generation Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG). Background: Faculty are key decision makers in acquiring technologies that lead to learning and retention of psychomotor skills in nursing. Methods: Fourty-six nursing faculty and professionals from 8 US and 1 Australian nursing school participated. Participants played the VR SUCIG and completed the System Usability Scale (SUS) and a User Reaction Survey. Results: The SUS for the second generation of the VR SUCIG was 47, or low-medium usability. User reactions were mixed. Participants stated the game was fun, challenging, and engaging, but were frustrated with technical issues, and did not enjoy learning to function in the virtual environment. Conclusions. Nursing faculty and professionals had mixed reactions to the VR SUCIG. Further game refinement is needed.
KW - Bauman's layered learning model
KW - nursing education
KW - nursing skill development
KW - oculus rift
KW - virtual reality
UR - https://www.scopus.com/pages/publications/85099346310
U2 - 10.1016/j.ecns.2020.10.003
DO - 10.1016/j.ecns.2020.10.003
M3 - Article
AN - SCOPUS:85099346310
SN - 1876-1399
VL - 53
SP - 49
EP - 58
JO - Clinical Simulation in Nursing
JF - Clinical Simulation in Nursing
ER -