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首页> 外文期刊>Simulation & Gaming >A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students
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A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students

机译:一个多网站研究,检查了虚拟现实游戏的可用性,旨在提高护理学生中无菌导管插入技能的保留

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摘要

A usability study of a Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention of psychomotor skills in health care is essential to safe clinical practice . Bauman suggests games are most useful when they are part of a layered-learning approach; in other words, they support various forms of learning and serve as cognitive aids ( Bauman et al., 2014 ). Intervention: The VR Sterile Urinary Catheter Insertion Game (VRSUCIG) was created by nurses and a computer gaming developer to provide nursing students with a cost-effective way to practice sterile catheter insertion skills in a systematic, evidence-based manner. A usability study and user reaction survey were conducted to gain a deep understanding of user’s needs. Methods: Three hundred nursing students, from 9 US nursing schools participated. Participants played the VR SUCIG and completed the System Usability Scale (SUS) and a User Reaction Survey (URS). Results: The SUS for the 2nd generation of the VR SUCIG was 57, or medium usability. The URS demonstrated the game motivated them to keep practicing. The VR SUCIG promoted repetitive practice of the skill and visually accentuated the concept of sterility. Conclusions. User reactions indicate that nursing students were eager and excited to utilize this technology. Usability scores indicate further refinement of technology is needed.
机译:对虚拟现实无菌尿导管插入游戏(VR Sucig)进行了可用性研究以了解对该游戏的用户需求。背景:学习和保留医疗保健精神运动技能对安全的临床实践至关重要。鲍曼建议游戏在分层学习方法的一部分时最有用;换句话说,他们支持各种形式的学习,并用作认知艾滋病(Bauman等,2014)。干预:VR无菌泌尿导管插入游戏(VRSUCIG)由护士和计算机游戏开发商创建,为护理学生提供一种经济有效的方法,以系统,证据的方式练习无菌导管插入技能。进行了可用性研究和用户反应调查,以深入了解用户的需求。方法:三百名护理学生,来自9所美国护理学校参加。参与者播放VR Sucig并完成了系统可用性规模(SUS)和用户反应调查(URS)。结果:VR Sucig的第二代SUS为57,或中等可用性。 URS展示了游戏的动力,他们继续练习。 VR Sucig促进了技能的重复做法,并视觉上突出了无菌的概念。结论。用户反应表明护理学生渴望和兴奋以利用这种技术。可用性分数表明需要进一步的技术精制。

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