Loading…

Nursing Faculty Perceptions of a Virtual Reality Catheter Insertion Game: A Multisite International Study

Faculty and nursing professionals participated in a usability study of a second-generation Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG). Background: Faculty are key decision makers in acquiring technologies that lead to learning and retention of psychomotor skills in nursing. M...

Full description

Saved in:
Bibliographic Details
Published in:Clinical simulation in nursing 2021-04, Vol.53, p.49-58
Main Authors: Breitkreuz, Karen R., Kardong-Edgren, Suzan, Gilbert, Gregory E., Anderson, Patrea, DeBlieck, Connie, Maske, Mariam, Hallock, Christy, Lanzara, Susan, Parrish, Kathryn, Rossler, Kelly, Turkelson, Carman, Ellertson, Anthony
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:Faculty and nursing professionals participated in a usability study of a second-generation Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG). Background: Faculty are key decision makers in acquiring technologies that lead to learning and retention of psychomotor skills in nursing. Methods: Fourty-six nursing faculty and professionals from 8 US and 1 Australian nursing school participated. Participants played the VR SUCIG and completed the System Usability Scale (SUS) and a User Reaction Survey. Results: The SUS for the second generation of the VR SUCIG was 47, or low-medium usability. User reactions were mixed. Participants stated the game was fun, challenging, and engaging, but were frustrated with technical issues, and did not enjoy learning to function in the virtual environment. Conclusions. Nursing faculty and professionals had mixed reactions to the VR SUCIG. Further game refinement is needed. •The overall faculty/professional usability score was in the low-middle range.•Older participants usability score was lower than younger participants.•Eighty-four percent of participants stated headgear did not bother them.•Seventy-nine percent of participants thought there were elements of challenge in the game.•Seventy-seven percent of participants thought practicing this way was fun.•A number of participants voiced frustration with having to learn to use the technology and with technical glitches in the game itself.
ISSN:1876-1399
1876-1402
DOI:10.1016/j.ecns.2020.10.003