A mixed-methods feasibility study to assess the acceptability and applicability of immersive virtual reality Sepsis game as an adjunct to nursing education

2021 ◽  
pp. 104944
Author(s):  
Rakshya Adhikari ◽  
Claire Kydonaki ◽  
Joanne Lawrie ◽  
Michelle O'Reilly ◽  
Bruce Ballantyne ◽  
...  
Author(s):  
Thiago Mazzoli Moraes ◽  
Ana Luiza Zaninotto ◽  
Iuri Santana Neville ◽  
Cintya Yukie Hayashi ◽  
Wellingson Silva Paiva

Author(s):  
Hanne Huygelier ◽  
Brenda Schraepen ◽  
Christophe Lafosse ◽  
Nathalie Vaes ◽  
Fabienne Schillebeeckx ◽  
...  

2021 ◽  
Vol Publish Ahead of Print ◽  
Author(s):  
Jeeyae Choi ◽  
C Elise Thompson ◽  
Jeungok Choi ◽  
Colette B. Waddill ◽  
Soyoung Choi

2017 ◽  
Vol 27 (1) ◽  
pp. 24-35 ◽  
Author(s):  
Evelyn K. Orman ◽  
Harry E. Price ◽  
Christine R. Russell

Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso movement, and gestures of novice wind band conductors. Ten undergraduates randomly assigned to no VRLE ( n = 3), VRLE with head tracking ( n = 4), or VRLE without ( n = 3) head tracking received eight treatment sessions over a 4-week period. While participants conducted a live ensemble, their eye contact, torso movements, and gestures were measured. A comparison of pretest and posttest scores showed that students using the augmented immersive VRLE with head tracking demonstrated greater conducting skill improvement than those not using virtual reality.


10.2196/29579 ◽  
2021 ◽  
Author(s):  
Anna Janssen ◽  
Jennifer Fletcher ◽  
Melanie Keep ◽  
Naseem Ahmadpour ◽  
Anika Rouf ◽  
...  

Sensors ◽  
2020 ◽  
Vol 20 (8) ◽  
pp. 2168 ◽  
Author(s):  
Patricia Sánchez-Herrera-Baeza ◽  
Roberto Cano-de-la-Cuerda ◽  
Edwin Daniel Oña-Simbaña ◽  
Domingo Palacios-Ceña ◽  
Jorge Pérez-Corrales ◽  
...  

Background: Parkinson’s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize motor learning in a safe environment. The objective of this paper was to evaluate the effects of a novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) for upper limb outcomes (muscle strength, coordination, speed of movements, fine and gross dexterity). Another objective was to obtain qualitative data for participants’ experiences related to the intervention. Methods: A mixed methods intervention (embedded) study was used, with a qualitative design after a technology intervention (quantitative design). The intervention and qualitative design followed international guidelines and were integrated into the method and reporting subheadings. Results: Significant improvements were observed in strength (p = 0.028), fine (p = 0.026 to 0.028) and gross coordination dexterity, and speed movements (p = 0.039) in the affected side, with excellent compliance (100%) and a high level of satisfaction (3.66 ± 0.18 points out of the maximum of 4). No adverse side effects were observed. Qualitative findings described patients’ perspectives regarding OR2-LMC treatment, facilitators and barriers for adherence, OR2-LMC applications, and treatment improvements. Conclusions: The intervention showed positive results for the upper limbs, with elements of discordance, expansion, and confirmation between qualitative and quantitative results.


2021 ◽  
Author(s):  
Jaroslav Zlamal ◽  
Edith Roth Gjevjon ◽  
Mariann Fossum ◽  
Simen Alexander Steindal ◽  
Andréa Aparecida Gonçalves Nes

BACKGROUND Critical thinking is an essential set of skills in nursing education, and nursing education needs a sharper focus on effective ways to support the development of these skills, especially through the implementation of technological tools in nursing education. OBJECTIVE To assess the feasibility for nursing students in clinical practice of a technology–supported guidance model grounded in metacognition theory. METHODS Both quantitative (research questionnaires) and qualitative (focus group interviews) approaches will be used to collect data for a feasibility study with a flexible, exploratory, mixed methods design to test a newly developed intervention in clinical practice. RESULTS The intervention development was completed in December 2020. The intervention will be tested at three independent nursing homes in Norway. CONCLUSIONS By determining the feasibility of a technology–supported guidance model for nursing students in clinical practice, the results will provide information on the acceptability of the intervention and the suitability of the outcome measures and data collection strategy. They will also identify the causes of drop–out and the obstacles to retention and adherence.


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