Literature DB >> 29800764

Virtual gaming simulation of a mental health assessment: A usability study.

Margaret Verkuyl1, Daria Romaniuk2, Paula Mastrilli3.   

Abstract

Providing safe and realistic virtual simulations could be an effective way to facilitate the transition from the classroom to clinical practice. As nursing programs begin to include virtual simulations as a learning strategy; it is critical to first assess the technology for ease of use and usefulness. A virtual gaming simulation was developed, and a usability study was conducted to assess its ease of use and usefulness for students and faculty. The Technology Acceptance Model provided the framework for the study, which included expert review and testing by nursing faculty and nursing students. This study highlighted the importance of assessing ease of use and usefulness in a virtual game simulation and provided feedback for the development of an effective virtual gaming simulation. The study participants said the virtual gaming simulation was engaging, realistic and similar to a clinical experience. Participants found the game easy to use and useful. Testing provided the development team with ideas to improve the user interface. The usability methodology provided is a replicable approach to testing virtual experiences before a research study or before implementing virtual experiences into curriculum.
Copyright © 2018 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Nursing education; Usability study; Virtual simulation

Mesh:

Year:  2018        PMID: 29800764     DOI: 10.1016/j.nepr.2018.05.007

Source DB:  PubMed          Journal:  Nurse Educ Pract        ISSN: 1471-5953            Impact factor:   2.281


  1 in total

1.  Usability of mental illness simulation involving scenarios with patients with schizophrenia via immersive virtual reality: A mixed methods study.

Authors:  Youngho Lee; Sun Kyung Kim; Mi-Ran Eom
Journal:  PLoS One       Date:  2020-09-16       Impact factor: 3.240

  1 in total

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