A pediatric seizure management virtual reality simulator for nursing students: A quasi-experimental design
Seizures are a common neurologic disorder observed in children. A virtual reality (VR) simulator trains nursing students to understand and respond to pediatric seizures. The aim of this study was to examine knowledge acquisition and acceptance of a pediatric seizure management VR simulator. A quasi-...
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Published in | Nurse education today Vol. 119; p. 105550 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Elsevier Ltd
01.12.2022
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Online Access | Get full text |
ISSN | 0260-6917 1532-2793 1532-2793 |
DOI | 10.1016/j.nedt.2022.105550 |
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Abstract | Seizures are a common neurologic disorder observed in children. A virtual reality (VR) simulator trains nursing students to understand and respond to pediatric seizures.
The aim of this study was to examine knowledge acquisition and acceptance of a pediatric seizure management VR simulator.
A quasi-experimental design was used to study the effectiveness of VR in nursing education.
Two out of nine possible third-year Pediatric Nursing classes were assigned by the office of academic affairs. A total of 105 students participated. The two classes were randomly allocated into the intervention (n = 53) and control (n = 52) groups.
The intervention group was taught using a pediatric seizure management simulator; the control group was taught by in-person lecture. The Seizure Management Knowledge Test was administered to all participants before each group underwent their VR simulator and lecture respectively. The Pediatric Seizure Management Virtual Reality Acceptance Questionnaire and the Virtual Reality Sickness Questionnaire were given to participants in the intervention group. Independent t-tests and chi-square tests were used to test differences in knowledge acquisition between the two groups.
The posttest knowledge score in the intervention group was significantly higher than that in the control group (t = 5.05, p < .001). The intervention group had a mean cybersickness score of 18.17 of 100. The average score of the acceptance questionnaire for perceived usefulness was 3.26 of 4; ease of use was 3.09 of 4; attitude toward use was 3.26 of 4; and willingness to use was 3.32 of 4. Over 90 % of participants expressed willingness to use the VR simulator.
The newly developed pediatric seizure management VR simulator is acceptable and worthwhile for training nursing students to develop their skills and professionalism. Follow-up research is needed to evaluate the long-term effect of VR education in nursing practice.
•A virtual reality simulator for pediatric seizure management was an alternate and helpful tool.•Virtual reality experiences could help nursing students to learn professional knowledge.•Cybersickness could be diminished by using a new generation headset. |
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AbstractList | Seizures are a common neurologic disorder observed in children. A virtual reality (VR) simulator trains nursing students to understand and respond to pediatric seizures.BACKGROUNDSeizures are a common neurologic disorder observed in children. A virtual reality (VR) simulator trains nursing students to understand and respond to pediatric seizures.The aim of this study was to examine knowledge acquisition and acceptance of a pediatric seizure management VR simulator.OBJECTIVESThe aim of this study was to examine knowledge acquisition and acceptance of a pediatric seizure management VR simulator.A quasi-experimental design was used to study the effectiveness of VR in nursing education.DESIGNA quasi-experimental design was used to study the effectiveness of VR in nursing education.Two out of nine possible third-year Pediatric Nursing classes were assigned by the office of academic affairs. A total of 105 students participated. The two classes were randomly allocated into the intervention (n = 53) and control (n = 52) groups.PARTICIPANTSTwo out of nine possible third-year Pediatric Nursing classes were assigned by the office of academic affairs. A total of 105 students participated. The two classes were randomly allocated into the intervention (n = 53) and control (n = 52) groups.The intervention group was taught using a pediatric seizure management simulator; the control group was taught by in-person lecture. The Seizure Management Knowledge Test was administered to all participants before each group underwent their VR simulator and lecture respectively. The Pediatric Seizure Management Virtual Reality Acceptance Questionnaire and the Virtual Reality Sickness Questionnaire were given to participants in the intervention group. Independent t-tests and chi-square tests were used to test differences in knowledge acquisition between the two groups.METHODSThe intervention group was taught using a pediatric seizure management simulator; the control group was taught by in-person lecture. The Seizure Management Knowledge Test was administered to all participants before each group underwent their VR simulator and lecture respectively. The Pediatric Seizure Management Virtual Reality Acceptance Questionnaire and the Virtual Reality Sickness Questionnaire were given to participants in the intervention group. Independent t-tests and chi-square tests were used to test differences in knowledge acquisition between the two groups.The posttest knowledge score in the intervention group was significantly higher than that in the control group (t = 5.05, p < .001). The intervention group had a mean cybersickness score of 18.17 of 100. The average score of the acceptance questionnaire for perceived usefulness was 3.26 of 4; ease of use was 3.09 of 4; attitude toward use was 3.26 of 4; and willingness to use was 3.32 of 4. Over 90 % of participants expressed willingness to use the VR simulator.RESULTSThe posttest knowledge score in the intervention group was significantly higher than that in the control group (t = 5.05, p < .001). The intervention group had a mean cybersickness score of 18.17 of 100. The average score of the acceptance questionnaire for perceived usefulness was 3.26 of 4; ease of use was 3.09 of 4; attitude toward use was 3.26 of 4; and willingness to use was 3.32 of 4. Over 90 % of participants expressed willingness to use the VR simulator.The newly developed pediatric seizure management VR simulator is acceptable and worthwhile for training nursing students to develop their skills and professionalism. Follow-up research is needed to evaluate the long-term effect of VR education in nursing practice.CONCLUSIONSThe newly developed pediatric seizure management VR simulator is acceptable and worthwhile for training nursing students to develop their skills and professionalism. Follow-up research is needed to evaluate the long-term effect of VR education in nursing practice. Seizures are a common neurologic disorder observed in children. A virtual reality (VR) simulator trains nursing students to understand and respond to pediatric seizures. The aim of this study was to examine knowledge acquisition and acceptance of a pediatric seizure management VR simulator. A quasi-experimental design was used to study the effectiveness of VR in nursing education. Two out of nine possible third-year Pediatric Nursing classes were assigned by the office of academic affairs. A total of 105 students participated. The two classes were randomly allocated into the intervention (n = 53) and control (n = 52) groups. The intervention group was taught using a pediatric seizure management simulator; the control group was taught by in-person lecture. The Seizure Management Knowledge Test was administered to all participants before each group underwent their VR simulator and lecture respectively. The Pediatric Seizure Management Virtual Reality Acceptance Questionnaire and the Virtual Reality Sickness Questionnaire were given to participants in the intervention group. Independent t-tests and chi-square tests were used to test differences in knowledge acquisition between the two groups. The posttest knowledge score in the intervention group was significantly higher than that in the control group (t = 5.05, p < .001). The intervention group had a mean cybersickness score of 18.17 of 100. The average score of the acceptance questionnaire for perceived usefulness was 3.26 of 4; ease of use was 3.09 of 4; attitude toward use was 3.26 of 4; and willingness to use was 3.32 of 4. Over 90 % of participants expressed willingness to use the VR simulator. The newly developed pediatric seizure management VR simulator is acceptable and worthwhile for training nursing students to develop their skills and professionalism. Follow-up research is needed to evaluate the long-term effect of VR education in nursing practice. •A virtual reality simulator for pediatric seizure management was an alternate and helpful tool.•Virtual reality experiences could help nursing students to learn professional knowledge.•Cybersickness could be diminished by using a new generation headset. |
ArticleNumber | 105550 |
Author | Wu, Mei-Ling Chao, Li-Fen Xiao, Xaviera |
Author_xml | – sequence: 1 givenname: Mei-Ling surname: Wu fullname: Wu, Mei-Ling email: mlwu@mail.cgust.edu.tw organization: Clinical Competency Center and Department of Nursing, Chang Gung University of Science and Technology, No. 261, Wen-Hwa 1st Road, Kwei-Shan, Tao-Yuan city, Taiwan – sequence: 2 givenname: Li-Fen surname: Chao fullname: Chao, Li-Fen email: lfchao@mail.cgust.edu.tw organization: Clinical Competency Center and Department of Nursing, Chang Gung University of Science and Technology, No. 261, Wen-Hwa 1st Road, Kwei-Shan, Tao-Yuan city, Taiwan – sequence: 3 givenname: Xaviera surname: Xiao fullname: Xiao, Xaviera email: xavieraxiao@mail.cgust.edu.tw organization: Clinical Competency Center and Department of Nursing, Chang Gung University of Science and Technology, No. 261, Wen-Hwa 1st Road, Kwei-Shan, Tao-Yuan city, Taiwan |
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