scholarly journals Comparison of Learning Effects of Virtual Reality Simulation on Nursing Students Caring for Children with Asthma

Author(s):  
Kyung-Ah Kang ◽  
Shin-Jeong Kim ◽  
Myung-Nam Lee ◽  
Mikang Kim ◽  
Sunghee Kim

With the global pandemic of the coronavirus disease, virtual reality simulation (vSim) has emerged as a simulation educational method. The purpose of this study is to examine the learning effects of vSim by comparing three different educational modalities of nursing care for children with asthma. A quasi-experimental design with three different teaching methods, vSim, high-fidelity simulation (HFS), and vSim with HFS, were used in the study. The group using vSim with HFS showed the highest scores in knowledge, confidence in practice, and performance compared to groups using vSim or HFS alone. Simulation practice using vSim combined with HFS could be an effective educational method for nursing students.

10.2196/11061 ◽  
2018 ◽  
Vol 6 (3) ◽  
pp. e11061 ◽  
Author(s):  
David Fernández-Ayuso ◽  
Rosa Fernández-Ayuso ◽  
Cristino Del-Campo-Cazallas ◽  
José Luis Pérez-Olmo ◽  
Borja Matías-Pompa ◽  
...  

Author(s):  
Da-Hye Lee ◽  
Eun-Ju Lim

Nursing handover facilitates the continuity of nursing and ensures patient safety and quality of care. This study aimed to evaluate the effectiveness of a handover education program by assessing handover knowledge, self-efficacy, and handover performance competency. A group pretest–post-test quasi-experimental design was used. Thirty 4th-year Korean nursing students participated in a handover education program comprising a lecture and simulation training using a high-fidelity simulator. The average level of handover knowledge was 4.63 ± 1.61 before the program and 5.83 ± 0.95 after (t = −3.71, p = 0.001). Meanwhile, the average self-efficacy score was 3.35 ± 0.57 before the program and 3.90 ± 0.60 after (t = −5.65, p < 0.001). Further, the average handover performance competency was 1.75 ± 0.25 before the program and 2.37 ± 0.21 after (t = −12.08, p < 0.001). The simulation-based handover education intervention was effective in improving knowledge, self-efficacy, and performance competency of nursing students. This intervention can provide an effective method of improving nursing students’ handover skills prior to entering clinical practice.


2015 ◽  
Vol 54 (3) ◽  
pp. S5-S11 ◽  
Author(s):  
Maura C. Schlairet ◽  
Timothy James Schlairet ◽  
Denise H. Sauls ◽  
Lois Bellflowers

Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8088
Author(s):  
Young-Ju Kim ◽  
Sung-Yun Ahn

Background/objectives: This study aims to identify the effects of cognitive and emotional variables related to immersive virtual reality media technology on learning for nursing students. Methods/Statistical analysis: The subjects of this study were 121 nursing students from a university in area D. After experiential learning with virtual reality from 6–8 June 2019, data was collected through questionnaires. For virtual reality learning, VIVE’s hTC VIVE ECO CE model was used. The collected data was analyzed using the IBM SPSS 26.0 program. Multiple Regression Analysis was used to analyze the factors influencing the subject’s virtual reality learning effects. Findings: The learning effects of the virtual reality medium had a statistically significant positive correlation with the virtual reality technology recognition, sensory immersion, realism, learning satisfaction, learning necessity, and continuous use intention (p < 0.001) scores. In personality traits, only Openness, Extraversion (p < 0.01), and Conscientiousness (p < 0.05) had a statistically significant positive correlation. As a result of regression analysis, the explanatory power of the learning effect of the virtual reality medium was 63.9% (F = 53.61, p < 0.001), with learning satisfaction, sensory immersion, continuous use intention, and Extraversion being significant influencing factors (p < 0.05). Improvements/Applications: This study is meaningful in the sense that it provided strategic implications for the teaching and learning method of virtual reality technology-based learning by considering the insights necessary to develop a learning program using virtual reality technology, according to the characteristics of virtual reality technology, and the learner’s cognitive and psychological variables.


2019 ◽  
Vol 34 (3) ◽  
pp. 1244-1252 ◽  
Author(s):  
Joakim Grant Frederiksen ◽  
Stine Maya Dreier Sørensen ◽  
Lars Konge ◽  
Morten Bo Søndergaard Svendsen ◽  
Morten Nobel-Jørgensen ◽  
...  

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