2020
DOI: 10.1177/1046878120954891
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A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students

Abstract: A usability study of a Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention of psychomotor skills in health care is essential to safe clinical practice. Bauman suggests games are most useful when they are part of a layered-learning approach; in other words, they support various forms of learning and serve as cognitive aids ( Bauman et al., 2014 ). Intervention: The VR Sterile Urinary Catheter Insert… Show more

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Cited by 25 publications
(33 citation statements)
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“…In particular, the surge of interest in this topic started at the end of 2019, which could be directly related to the COVID-19 outbreak, during which VR fitness may have been one of the few viable options for implementing physical activity into daily life. Another reason for the reversed relevance of keywords might be the latest developments in VR technology, such as omnidirectional treadmills, optimized gaming gear, and newly released games using new technologies that represent untapped research potential for fitness and entertainment [ 76 , 77 ].…”
Section: Discussionmentioning
confidence: 99%
“…In particular, the surge of interest in this topic started at the end of 2019, which could be directly related to the COVID-19 outbreak, during which VR fitness may have been one of the few viable options for implementing physical activity into daily life. Another reason for the reversed relevance of keywords might be the latest developments in VR technology, such as omnidirectional treadmills, optimized gaming gear, and newly released games using new technologies that represent untapped research potential for fitness and entertainment [ 76 , 77 ].…”
Section: Discussionmentioning
confidence: 99%
“…Knowing that the SUS average score obtained was 72.5, we tried to compare it to the ones obtained in other studies. The score is 15.5 units higher than the one obtained in the paper related to the application for training medical staff to cauterize various wounds [5]. But here are important factors that can be used to justify the results in both papers.…”
Section: A Quantitative Resultsmentioning
confidence: 61%
“…"A multi-site study examining the usability of a virtual reality game designed to improve retention of sterile catheterization skills in nursing students" [5] is a study that uses a System Usability Scale (SUS) questionnaire in order to establish a rating for the application they created. This study is important because hundreds of people took part in it and the authors describe an application designed to help nursing students to improve their skills when it comes to sterile catheterization.…”
Section: Related Workmentioning
confidence: 99%
“…This variation can enhance the generalizability of the results [25]. Nevertheless, some caution is needed because the participants were self-recruited, which could mean they were overly positive about VR and technology-based teaching [52].…”
Section: Methodological Strengths and Limitationsmentioning
confidence: 99%