Effectiveness of virtual reality-based training in clinical skills for newly graduated nurses.

IF 4 3区 医学 Q1 NURSING
YaWen Lee, ShuJyuan Chen, WanRu Huang, HuiHsin Ku, AiLing Chang, Chihhao Lin
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Abstract

Aim: This study compares the impact of virtual reality (VR) training versus conventional e-learning on newly graduated nurses (NGNs) learning six core clinical skills. We primarily assessed self-efficacy, along with secondary outcomes including knowledge, skills and satisfaction, while also identifying factors that influence self-efficacy.

Background: NGNs need strong self-efficacy and skills for clinical transitions. VR's immersive training potential is promising, but its long-term impact versus traditional methods is unclear due to mixed evidence.

Design: Quasi-experimental pre-test/post-test with a comparison group and three-month follow-up.

Methods: 150 NGNs at a Taiwanese medical center were assigned to VR (n = 75) or e-learning (n = 75) groups via alternating cohorts. Both received physical skills training post-online modules. Outcomes were assessed at baseline (T1), post-physical training (T2) and three months (T3) using the General Self-Efficacy Scale, cognitive questionnaire, Direct Observation of Procedural Skills and satisfaction scale. Mixed-design ANOVA and regression analyzed data, with last observation carried forward for attrition.

Results: No significant Time*Group interactions were found for self-efficacy (p = 0.970), cognitive knowledge (p = 0.459), clinical skills (p = 0.741), or satisfaction (p = 0.245), showing VR was not superior. Significant Time effects (p < 0.001) indicated T1-to-T2 gains, with declines at T3 for self-efficacy and cognition. Baseline self-efficacy and T3 satisfaction predicted T3 self-efficacy (R²=0.215). Attrition was 42.7 % by T3.

Conclusions: VR training did not outperform e-learning over three months. Both supported short-term gains, but sustaining these requires further strategies. Baseline self-efficacy and satisfaction are key predictors. Future studies should address attrition and optimize VR designs for NGNs.

基于虚拟现实的新毕业护士临床技能培训的有效性。
目的:本研究比较了虚拟现实(VR)培训与传统电子学习对新毕业护士(ngn)学习六项核心临床技能的影响。我们主要评估了自我效能,以及包括知识、技能和满意度在内的次要结果,同时也确定了影响自我效能的因素。背景:ngn需要较强的自我效能感和临床转换技能。VR沉浸式训练的潜力是有希望的,但由于证据不一,它对传统方法的长期影响尚不清楚。设计:准实验前测/后测,对照组,三个月随访。方法:将台湾某医疗中心的150名ngn通过交替队列分配到VR组(n = 75)和e-learning组(n = 75)。两人在上网后都接受了体能训练。采用一般自我效能量表、认知问卷、程序技能直接观察量表和满意度量表分别在基线(T1)、运动后(T2)和3个月(T3)对结果进行评估。混合设计方差分析和回归分析了数据,并将最后一次观察结果延续进行损耗分析。结果:在自我效能感(p = 0.970)、认知知识(p = 0.459)、临床技能(p = 0.741)、满意度(p = 0.245)方面,Time*Group交互作用均无显著性差异,说明VR并不具有优势。显著的时间效应(p )结论:三个月后,VR培训的效果并不优于电子学习。两者都支撑了短期收益,但维持这些收益需要进一步的策略。基线自我效能和满意度是关键的预测因素。未来的研究应该解决ngn的磨损和优化VR设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.40
自引率
9.40%
发文量
180
审稿时长
51 days
期刊介绍: Nurse Education in Practice enables lecturers and practitioners to both share and disseminate evidence that demonstrates the actual practice of education as it is experienced in the realities of their respective work environments. It is supportive of new authors and will be at the forefront in publishing individual and collaborative papers that demonstrate the link between education and practice.
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