Effect of Virtual Game-Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning
- Authors
- Kim, Hyun Jin; Oh, Juyeon; Lee, Seonhye
- Issue Date
- Mar-2024
- Publisher
- Lippincott Williams & Wilkins Ltd.
- Keywords
- Gamification; Neurologic examination; Simulation; Virtual reality
- Citation
- CIN - Computers Informatics Nursing, v.42, no.3, pp 218 - 225
- Pages
- 8
- Indexed
- SCIE
SSCI
SCOPUS
- Journal Title
- CIN - Computers Informatics Nursing
- Volume
- 42
- Number
- 3
- Start Page
- 218
- End Page
- 225
- URI
- https://scholarworks.gnu.ac.kr/handle/sw.gnu/69985
- DOI
- 10.1097/CIN.0000000000001105
- ISSN
- 1538-2931
1538-9774
- Abstract
- Game-based virtual reality simulation programs can capitalize on the advantages of non-face-to-face education while effectively stimulating the interest of trainees and improving training efficiency. This study aimed to develop a game-based virtual reality simulation program for nervous system assessment and to evaluate the effects of the program on the learning attitudes of nursing students. Using a one-group pretest-posttest design, 41 senior nursing students were enrolled, and their learning attitudes (self-directed learning attitude, academic self-efficacy, flow-learning experience, and learning presence) were evaluated. The effect of the program was statistically significant in self-directed learning attitude (t = -2.27, P =.027) and learning presence (t = -3.07, P =.003), but the difference was not statistically significant in academic self-efficacy (t = -1.97, P =.054) and learning flow (t = -0.74, P =.459). The virtual gaming simulation program can be used to effectively replace field training in situations wherein field training is limited, such as during the COVID-19 pandemic. © Lippincott Williams & Wilkins.
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Collections - 간호대학 > Department of Nursing > Journal Articles

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