A comparison of 3D game-based simulation versus traditional methods in vital signs education.

IF 3.2 2区 医学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Fatma Tanrıkulu, Handenur Gündoğdu, Funda Erol, Yurdanur Dikmen
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Abstract

Background: Vital signs measurement is a fundamental nursing responsibility that requires cognitive and psychomotor competence. In alignment with the ethical principle of nonmaleficence, it is important to provide learning environments where students can practice and make mistakes without causing harm. This study aims to examine the effect of a 3D game-based simulation application developed for vital signs on students' academic achievement, learning satisfaction and self-confidence levels.

Methods: A randomized controlled experimental design was employed with 73 nursing students, assigned to either the intervention group (n = 37) or the control group (n = 36). The intervention group used a game-based simulation developed with 3D animation technology, while the control group received traditional instruction. Data were collected using the Student Introductory Characteristics Form, Academic Achievement Test of Vital Signs Measurement Skills, and the Student Satisfaction and Self-Confidence in Learning Scale. Statistical analyses were conducted using SPSS version 25, with significance set at p < 0.05.

Results: The results indicated that students' current learning satisfaction subscale scores were high in the traditional teaching group and that there was a statistically significant difference between the groups (p = 0.047). There was no statistically significant difference between the groups in terms of academic achievement (p = 0.932) and self-confidence levels in learning (p = 0.375). However, both groups had high mean scores in academic achievement, satisfaction with current learning, and self-confidence in learning.

Conclusions: The game simulation method supported by 3D animation may be insufficient for significantly improving nursing students' academic performance, satisfaction with the learning process, and self-confidence in learning. Therefore, it is recommended that such technology-supported methods be used in blended learning environments alongside traditional teaching methods in nursing education.

Trial registration: ClinicalTrials.gov: NCT07009275; retrospectively registered.

Abstract Image

Abstract Image

三维游戏模拟与传统生命体征教学方法的比较。
背景:生命体征测量是一项基本的护理职责,需要患者的认知和精神运动能力。与非恶意的道德原则一致,重要的是提供学习环境,让学生可以练习和犯错误,而不会造成伤害。本研究旨在探讨生命体征三维游戏模拟应用程序对学生学业成绩、学习满意度和自信心水平的影响。方法:采用随机对照实验设计,将73名护生分为干预组(n = 37)和对照组(n = 36)。干预组采用3D动画技术开发的游戏模拟,对照组采用传统教学。采用《学生介绍特征表》、《生命体征测量技能学业成绩测验》和《学生学习满意度与自信心量表》进行数据收集。采用SPSS 25进行统计分析,显著性设为p。结果:传统教学组学生当前学习满意度分量表得分较高,组间差异有统计学意义(p = 0.047)。两组在学业成绩(p = 0.932)和学习自信水平(p = 0.375)方面差异无统计学意义。然而,两组学生在学业成绩、对当前学习的满意度和学习自信方面的平均得分都很高。结论:3D动画支持的游戏模拟方法可能不足以显著提高护生的学习成绩、学习过程满意度和学习自信心。因此,建议将这种技术支持的方法与传统的护理教育教学方法一起用于混合学习环境。试验注册:ClinicalTrials.gov: NCT07009275;回顾注册。
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来源期刊
BMC Medical Education
BMC Medical Education EDUCATION, SCIENTIFIC DISCIPLINES-
CiteScore
4.90
自引率
11.10%
发文量
795
审稿时长
6 months
期刊介绍: BMC Medical Education is an open access journal publishing original peer-reviewed research articles in relation to the training of healthcare professionals, including undergraduate, postgraduate, and continuing education. The journal has a special focus on curriculum development, evaluations of performance, assessment of training needs and evidence-based medicine.
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