Cited 4 time in
Effect of Virtual Game-Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Kim, Hyun Jin | - |
| dc.contributor.author | Oh, Juyeon | - |
| dc.contributor.author | Lee, Seonhye | - |
| dc.date.accessioned | 2024-03-24T02:00:46Z | - |
| dc.date.available | 2024-03-24T02:00:46Z | - |
| dc.date.issued | 2024-03 | - |
| dc.identifier.issn | 1538-2931 | - |
| dc.identifier.issn | 1538-9774 | - |
| dc.identifier.uri | https://scholarworks.gnu.ac.kr/handle/sw.gnu/69985 | - |
| dc.description.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. | - |
| dc.format.extent | 8 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | Lippincott Williams & Wilkins Ltd. | - |
| dc.title | Effect of Virtual Game-Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning | - |
| dc.type | Article | - |
| dc.publisher.location | 미국 | - |
| dc.identifier.doi | 10.1097/CIN.0000000000001105 | - |
| dc.identifier.scopusid | 2-s2.0-85186313857 | - |
| dc.identifier.wosid | 001178901000003 | - |
| dc.identifier.bibliographicCitation | CIN - Computers Informatics Nursing, v.42, no.3, pp 218 - 225 | - |
| dc.citation.title | CIN - Computers Informatics Nursing | - |
| dc.citation.volume | 42 | - |
| dc.citation.number | 3 | - |
| dc.citation.startPage | 218 | - |
| dc.citation.endPage | 225 | - |
| dc.type.docType | Article | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | scie | - |
| dc.description.journalRegisteredClass | ssci | - |
| dc.description.journalRegisteredClass | scopus | - |
| dc.relation.journalResearchArea | Computer Science | - |
| dc.relation.journalResearchArea | Medical Informatics | - |
| dc.relation.journalResearchArea | Nursing | - |
| dc.relation.journalWebOfScienceCategory | Computer Science, Interdisciplinary Applications | - |
| dc.relation.journalWebOfScienceCategory | Medical Informatics | - |
| dc.relation.journalWebOfScienceCategory | Nursing | - |
| dc.subject.keywordAuthor | Gamification | - |
| dc.subject.keywordAuthor | Neurologic examination | - |
| dc.subject.keywordAuthor | Simulation | - |
| dc.subject.keywordAuthor | Virtual reality | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
Gyeongsang National University Central Library, 501, Jinju-daero, Jinju-si, Gyeongsangnam-do, 52828, Republic of Korea+82-55-772-0532
COPYRIGHT 2022 GYEONGSANG NATIONAL UNIVERSITY LIBRARY. ALL RIGHTS RESERVED.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.
