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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 |
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container_issue | 4 |
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container_title | Simulation & gaming |
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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 |
format | article |
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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.</description><identifier>ISSN: 1046-8781</identifier><identifier>EISSN: 1552-826X</identifier><identifier>DOI: 10.1177/1046878120904399</identifier><language>eng</language><publisher>Los Angeles, CA: SAGE Publications</publisher><subject>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</subject><ispartof>Simulation & gaming, 2020-08, Vol.51 (4), p.537-549</ispartof><rights>The Author(s) 2020</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c309t-42655824c82daf30c470da5471e97ca5461ef00bad92932b7197a1e3661756403</citedby><cites>FETCH-LOGICAL-c309t-42655824c82daf30c470da5471e97ca5461ef00bad92932b7197a1e3661756403</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27922,27923,33221,79134</link.rule.ids></links><search><creatorcontrib>Verkuyl, Margaret</creatorcontrib><creatorcontrib>Atack, Lynda</creatorcontrib><creatorcontrib>Kamstra-Cooper, Krista</creatorcontrib><creatorcontrib>Mastrilli, Paula</creatorcontrib><title>Virtual Gaming Simulation: An Interview Study of Nurse Educators</title><title>Simulation & gaming</title><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.</description><subject>Best practice</subject><subject>College students</subject><subject>Computer simulation</subject><subject>Data analysis</subject><subject>Education</subject><subject>Fidelity</subject><subject>Higher education</subject><subject>Interviews</subject><subject>Medical education</subject><subject>Nurse tutors</subject><subject>Nursing</subject><subject>Nursing Education</subject><subject>Sampling</subject><subject>Semi Structured Interviews</subject><subject>Simulation</subject><subject>Standardized patients</subject><subject>Students</subject><subject>Teachers</subject><subject>Teaching</subject><subject>Teaching Experience</subject><subject>Teaching methods</subject><subject>Thematic Approach</subject><issn>1046-8781</issn><issn>1552-826X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>8BJ</sourceid><recordid>eNp1kM1Lw0AUxBdRsFbvHhc8R9_bz6wnS6m1IHqoirewTTYlpU3qfij9702pIAie3sD8Zh4MIZcI14ha3yAIlescGRgQ3JgjMkApWZYz9X7c697O9v4pOQthBYBMGTEgd2-Nj8mu6dRumnZJ580mrW1suvaWjlo6a6Pzn437ovOYqh3tavqUfHB0UqXSxs6Hc3JS23VwFz93SF7vJy_jh-zxeTobjx6zkoOJmWBKypyJMmeVrTmUQkNlpdDojC57odDVAAtbGWY4W2g02qLjSqGWSgAfkqtD79Z3H8mFWKy65Nv-ZcEEEyBFzvcUHKjSdyF4Vxdb32ys3xUIxX6n4u9OfSQ7RIJdut_Sf_lvkENlGw</recordid><startdate>202008</startdate><enddate>202008</enddate><creator>Verkuyl, Margaret</creator><creator>Atack, Lynda</creator><creator>Kamstra-Cooper, Krista</creator><creator>Mastrilli, Paula</creator><general>SAGE Publications</general><general>SAGE PUBLICATIONS, INC</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7TA</scope><scope>8BJ</scope><scope>8FD</scope><scope>FQK</scope><scope>JBE</scope><scope>JG9</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>202008</creationdate><title>Virtual Gaming Simulation: An Interview Study of Nurse Educators</title><author>Verkuyl, Margaret ; Atack, Lynda ; Kamstra-Cooper, Krista ; Mastrilli, Paula</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c309t-42655824c82daf30c470da5471e97ca5461ef00bad92932b7197a1e3661756403</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Best practice</topic><topic>College students</topic><topic>Computer simulation</topic><topic>Data analysis</topic><topic>Education</topic><topic>Fidelity</topic><topic>Higher education</topic><topic>Interviews</topic><topic>Medical education</topic><topic>Nurse tutors</topic><topic>Nursing</topic><topic>Nursing Education</topic><topic>Sampling</topic><topic>Semi Structured Interviews</topic><topic>Simulation</topic><topic>Standardized patients</topic><topic>Students</topic><topic>Teachers</topic><topic>Teaching</topic><topic>Teaching Experience</topic><topic>Teaching methods</topic><topic>Thematic Approach</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Verkuyl, Margaret</creatorcontrib><creatorcontrib>Atack, Lynda</creatorcontrib><creatorcontrib>Kamstra-Cooper, Krista</creatorcontrib><creatorcontrib>Mastrilli, Paula</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Materials Business File</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>Technology Research Database</collection><collection>International Bibliography of the Social Sciences</collection><collection>International Bibliography of the Social Sciences</collection><collection>Materials Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Simulation & gaming</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Verkuyl, Margaret</au><au>Atack, Lynda</au><au>Kamstra-Cooper, Krista</au><au>Mastrilli, Paula</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Virtual Gaming Simulation: An Interview Study of Nurse Educators</atitle><jtitle>Simulation & gaming</jtitle><date>2020-08</date><risdate>2020</risdate><volume>51</volume><issue>4</issue><spage>537</spage><epage>549</epage><pages>537-549</pages><issn>1046-8781</issn><eissn>1552-826X</eissn><abstract>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.</abstract><cop>Los Angeles, CA</cop><pub>SAGE Publications</pub><doi>10.1177/1046878120904399</doi><tpages>13</tpages></addata></record> |
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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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