| Literature DB >> 35189886 |
Meyrick C M Chow1, Maria S Y Hung2, JoJo W K Chu3, Stanley K K Lam4.
Abstract
BACKGROUND: As mass casualty incidents are low-probability events, students often do not have the chance to practise field triage skills during their clinical placement. This study used a 3D game to engage participants in experiential learning in a realistic virtual environment. The purpose of the study was to explore factors affecting nursing students' intention to use a 3D game to learn field triage skills.Entities:
Keywords: 3D games; Digital game-based learning; Healthcare education; Simulation; Technology acceptance model; Triage
Year: 2022 PMID: 35189886 PMCID: PMC8862333 DOI: 10.1186/s12912-022-00826-0
Source DB: PubMed Journal: BMC Nurs ISSN: 1472-6955
Fig. 1Research model and hypotheses. H1. Nursing students’ computer self-efficacy has a positive influence on the perceived usefulness of the 3D game-based virtual world to learn field triage skills. H2. Nursing students’ computer self-efficacy has a positive influence on the perceived ease of use of the 3D game-based virtual world to learn field triage skills. H3. Nursing students’ perceived ease of use has a positive influence on the perceived usefulness of the 3D game-based virtual world to learn field triage skills. H4. Perceived usefulness has a positive influence on the behavioural intention to use the 3D game-based virtual world to learn field triage skills. H5: Perceived ease of use has a positive influence on the behavioural intention to use the 3D game-based virtual world to learn field triage skills
Descriptive statistics, average variance extracted (AVE), composite reliability (CR) and factor loading of construct measurement
| Variables | Meana | Std Dev | Factor | t-value | AVE | CR |
|---|---|---|---|---|---|---|
| 2.82 | 1.30 | 0.85 | 0.91 | |||
| CSE1 | 2.84 | 1.25 | 0.87 | 17.83 | ||
| CSE2 | 2.79 | 1.34 | 0.96 | 17.83 | ||
| 2.24 | 0.95 | |||||
| PU1 | 2.24 | 1.15 | 0.89 | 17.74 | 0.77 | 0.94 |
| PU2 | 2.30 | 1.14 | 0.90 | 17.74 | ||
| PU3 | 2.20 | 1.07 | 0.90 | 17.41 | ||
| PU4 | 2.20 | 1.11 | 0.90 | 17.59 | ||
| 3.23 | 1.43 | |||||
| PEOU1 | 3.24 | 1.57 | 0.88 | 7.86 | 0.57 | 0.85 |
| PEOU2 | 3.40 | 1.69 | 0.88 | 7.88 | ||
| PEOU3 | 2.86 | 1.23 | 0.69 | 8.37 | ||
| PEOU4 | 3.41 | 1.24 | 0.56 | 8.37 | ||
| 2.74 | 1.30 | |||||
| BI1 | 2.67 | 1.27 | 0.94 | 18.37 | 0.83 | 0.92 |
| BI2 | 2.81 | 1.32 | 0.90 | 18.37 |
a1 – strongly agree and 7 – strongly disagree
Square root of average variance extracted (AVE) and correlations of all constructs
| 1 | 2 | 3 | 4 | ||
|---|---|---|---|---|---|
| 1 | Computer self-efficacy | ||||
| 2 | Perceived usefulness | 0.71 | |||
| 3 | Perceived ease of use | 0.73 | 0.55 | ||
| 4 | Behavioral intention | 0.82 | 0.69 | 0.67 |
Square roots of AVEs are shown as diagonal elements in bold type. The diagonal elements were greater than the corresponding off-diagonal elements in the same row and column, indicating the discriminant validity
Fig.2Results of structural equation model testing
The direct, indirect, and total effects of variables on behavioral intention to use
| PU | PEOU | BI | PU | PEOU | BI | PU | PEOU | BI | |
|---|---|---|---|---|---|---|---|---|---|
| CSE | 0.66 | 0.73 | 0.82 | 0.71 | 0.73 | 0.82 | |||
| PU | 0.21 | 0.21 | |||||||
| PEOU | 0.92 | 0.94 | |||||||
CSE computer self-efficacy, PU perceived usefulness, PEOU perceived ease of use, BI behavioral intention to use