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Virtual Gaming Simulation: An Interview Study of Nurse Educators

Background. Two methods that provide high fidelity experiences outside of clinical settings are laboratory simulation and virtual simulation. Virtual gaming simulations are emerging and currently, there are no guidelines regarding the process. Objectives. The purpose of this study was to conduct int...

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Published in:Simulation & gaming 2020-08, Vol.51 (4), p.537-549
Main Authors: Verkuyl, Margaret, Atack, Lynda, Kamstra-Cooper, Krista, Mastrilli, Paula
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Language:English
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container_end_page 549
container_issue 4
container_start_page 537
container_title Simulation & gaming
container_volume 51
creator Verkuyl, Margaret
Atack, Lynda
Kamstra-Cooper, Krista
Mastrilli, Paula
description Background. Two methods that provide high fidelity experiences outside of clinical settings are laboratory simulation and virtual simulation. Virtual gaming simulations are emerging and currently, there are no guidelines regarding the process. Objectives. The purpose of this study was to conduct interviews with nursing educators who use virtual gaming simulation in education to better understand the extent of use, the process, the challenges and benefits they experience, and their recommendations. Design. A qualitative, descriptive study, using purposive maximum variation sampling and interviews was conducted. Setting/Participant. Participants were selected from nursing programs in different Canadian and American educational institutions who had teaching experience using virtual gaming simulations with nursing students in higher education. Methods. In-depth interviews were conducted using a semi-structured interview guide with opened-ended questions. The interviews were recorded and transcribed. Data analysis was completed using a thematic approach. Results. The final sample consisted of 17 participants, 11(65%) were from Canada and the remaining 6(35%) were from the United States. The data yielded three themes: Benefits of gaming for the student; Preparing students and educators for success and, The virtual gaming simulation process. Participants described the challenges of using virtual gaming simulation in education and made recommendations for best practice and future research. Conclusion. The results of this study can be used as guideposts for educators who embark on this new learning experience and researchers who wish to expand the body of knowledge in this emerging field.
doi_str_mv 10.1177/1046878120904399
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Two methods that provide high fidelity experiences outside of clinical settings are laboratory simulation and virtual simulation. Virtual gaming simulations are emerging and currently, there are no guidelines regarding the process. Objectives. The purpose of this study was to conduct interviews with nursing educators who use virtual gaming simulation in education to better understand the extent of use, the process, the challenges and benefits they experience, and their recommendations. Design. A qualitative, descriptive study, using purposive maximum variation sampling and interviews was conducted. Setting/Participant. Participants were selected from nursing programs in different Canadian and American educational institutions who had teaching experience using virtual gaming simulations with nursing students in higher education. Methods. In-depth interviews were conducted using a semi-structured interview guide with opened-ended questions. The interviews were recorded and transcribed. Data analysis was completed using a thematic approach. Results. The final sample consisted of 17 participants, 11(65%) were from Canada and the remaining 6(35%) were from the United States. The data yielded three themes: Benefits of gaming for the student; Preparing students and educators for success and, The virtual gaming simulation process. Participants described the challenges of using virtual gaming simulation in education and made recommendations for best practice and future research. Conclusion. 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Two methods that provide high fidelity experiences outside of clinical settings are laboratory simulation and virtual simulation. Virtual gaming simulations are emerging and currently, there are no guidelines regarding the process. Objectives. The purpose of this study was to conduct interviews with nursing educators who use virtual gaming simulation in education to better understand the extent of use, the process, the challenges and benefits they experience, and their recommendations. Design. A qualitative, descriptive study, using purposive maximum variation sampling and interviews was conducted. Setting/Participant. Participants were selected from nursing programs in different Canadian and American educational institutions who had teaching experience using virtual gaming simulations with nursing students in higher education. Methods. In-depth interviews were conducted using a semi-structured interview guide with opened-ended questions. The interviews were recorded and transcribed. 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source International Bibliography of the Social Sciences (IBSS); Sage Journals Online
subjects Best practice
College students
Computer simulation
Data analysis
Education
Fidelity
Higher education
Interviews
Medical education
Nurse tutors
Nursing
Nursing Education
Sampling
Semi Structured Interviews
Simulation
Standardized patients
Students
Teachers
Teaching
Teaching Experience
Teaching methods
Thematic Approach
title Virtual Gaming Simulation: An Interview Study of Nurse Educators
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