TY - JOUR
T1 - Using Game-Based Virtual Reality with Haptics for Skill Acquisition
AU - Butt, Ann L.
AU - Kardong-Edgren, Suzan
AU - Ellertson, Anthony
N1 - Publisher Copyright:
© 2017 International Nursing Association for Clinical Simulation and Learning
PY - 2018/3
Y1 - 2018/3
N2 - Background Nurse educators are challenged to find innovative methods to help nursing students develop and remember fundamental skills while ensuring patient safety. Virtual reality (VR) headgear and custom haptic technology combined with game-based learning principles may provide an innovative approach to promoting mastery learning and retention. Method This mixed methods pilot study explored the usability of, and user reaction to, a game-based VR system designed to practice urinary catheterization. Time on task and number of procedures completed in one hour were compared with subjects who practiced traditionally, using a task trainer with faculty oversight. Follow-up skill demonstration was compared two weeks after the practice session. Results Subjects (n = 20) rated usability of the VR system favorably; they also rated practicing catheter insertion this way as highly engaging and enjoyable. Subjects using the VR system spent more time practicing (p =.001) and completed more procedures in 1 hour than students who practiced traditionally (p <.001). Follow-up skill demonstration pass rates between groups were identical at 2 weeks. Conclusion Practicing nursing skills using game-based VR may be an effective way to promote mastery learning and retention.
AB - Background Nurse educators are challenged to find innovative methods to help nursing students develop and remember fundamental skills while ensuring patient safety. Virtual reality (VR) headgear and custom haptic technology combined with game-based learning principles may provide an innovative approach to promoting mastery learning and retention. Method This mixed methods pilot study explored the usability of, and user reaction to, a game-based VR system designed to practice urinary catheterization. Time on task and number of procedures completed in one hour were compared with subjects who practiced traditionally, using a task trainer with faculty oversight. Follow-up skill demonstration was compared two weeks after the practice session. Results Subjects (n = 20) rated usability of the VR system favorably; they also rated practicing catheter insertion this way as highly engaging and enjoyable. Subjects using the VR system spent more time practicing (p =.001) and completed more procedures in 1 hour than students who practiced traditionally (p <.001). Follow-up skill demonstration pass rates between groups were identical at 2 weeks. Conclusion Practicing nursing skills using game-based VR may be an effective way to promote mastery learning and retention.
KW - deliberate practice
KW - game-based learning
KW - gaming
KW - immersive technology
KW - mastery learning
KW - procedural skill
KW - simulation
KW - urinary catheterization
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85037373216&partnerID=8YFLogxK
U2 - 10.1016/j.ecns.2017.09.010
DO - 10.1016/j.ecns.2017.09.010
M3 - Article
AN - SCOPUS:85037373216
SN - 1876-1399
VL - 16
SP - 25
EP - 32
JO - Clinical Simulation in Nursing
JF - Clinical Simulation in Nursing
ER -