Development and Usability Testing of a 3D Virtual Simulation Game in Teaching Intravenous Fluid Therapy in Nursing Education.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Emine Kuruca Ozdemir, Leyla Dinc, Hasmet Gurcay
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Abstract

Objective: To describe the gamification process of peripheral intravenous catheterization (PIVC) and intravenous fluid therapy (IFT) in nursing education and conduct usability testing of the 3D virtual simulation game. Materials and Methods: A 3D virtual simulation game was developed to teach PIVC and IFT based on the current literature, Kolb's Experiential Learning Theory, and Schell's Elemental Tetrad. The game, IntraveNurseGame, had 11 stages, and it rewarded the players with score-based titles based on Benner's clinical competence stages. Usability testing was conducted with 17 participants, including 5 nursing experts and 12 senior nursing students. Heuristic evaluation with experts, think-aloud method, and user tests were performed using the Game Evaluation Questionnaire and GUESS-20-TR-Scale. Qualitative and quantitative data analysis were used. Results: Experts were satisfied with the game experience and had fun. The game met their expectations and could help the nursing students learn the subject. Experts provided suggestions, including visual similarity of some animations, instructions regarding how to use the mouse cursor, and encouragement for students to remember the steps of the actual procedure by removing the instructions from some stages. Users scored the GUESS-20-TR mean score above the moderate level (5.71 ± 0.90), showing they were satisfied with the gaming experience. Conclusion: The 3D virtual simulation game had good usability features with some areas of improvement. The theories and elements used in this study can help nurse educators and researchers develop effective games and engaging game-rewarding systems. The usability testing provided valuable information for the games to be developed in the future.

护理教学中静脉输液教学三维虚拟模拟游戏的开发与可用性测试
目的:描述外周静脉置管(PIVC)和静脉输液(IFT)在护理教育中的游戏化过程,并对3D虚拟模拟游戏进行可用性测试。材料与方法:基于现有文献、Kolb的体验式学习理论和Schell的元素四分体,开发了一个3D虚拟模拟游戏来教授PIVC和IFT。这款名为《intraenursegame》的游戏共有11个阶段,它会根据Benner的临床能力阶段奖励玩家基于分数的头衔。可用性测试共17人,其中护理专家5人,护生12人。专家启发式评价、有声思考法和用户测试采用游戏评价问卷和GUESS-20-TR-Scale。采用定性和定量资料分析。结果:专家对游戏体验满意,玩得很开心。这个游戏符合他们的期望,可以帮助护理专业的学生学习这门学科。专家们提出了一些建议,包括一些动画的视觉相似性,如何使用鼠标光标的说明,以及通过删除某些阶段的说明来鼓励学生记住实际过程的步骤。玩家的GUESS-20-TR平均得分高于中等水平(5.71±0.90),表明他们对游戏体验感到满意。结论:该3D虚拟仿真游戏具有良好的可用性,但仍有一些有待改进的地方。本研究中使用的理论和元素可以帮助护理教育者和研究人员开发有效的游戏和引人入胜的游戏奖励系统。可用性测试为未来的游戏开发提供了有价值的信息。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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