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Software-Based Simulation on a 3D Environment for Vaccination Teaching and Learning: Design Science Research.

Daniel Domingueti1, Darlinton Barbosa Feres Carvalho1, Diego Roberto Colombo Dias1

  • 1Departamento de Ciência da Computação, Universidade Federal de São João del-Rei, Sao Joao del Rei, Brazil.

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This summary is machine-generated.

A new 3D virtual simulation effectively supports vaccination room training, offering good usability and aiding technology acceptance for nursing students. This innovative tool addresses limitations in traditional training environments.

Keywords:
SUSUTAUT2Unity3Devaluationimmunizationsoftware simulationteachingtrainingvaccination roomvirtual world

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Area of Science:

  • Medical Education Technology
  • Virtual Reality in Healthcare Training
  • Simulation-Based Learning

Background:

  • Limited access to physical vaccination practice labs hinders student training.
  • Continuing education for healthcare professionals often lacks adequate resources.
  • Demand for innovative methodologies like software-based simulations is high.

Purpose of the Study:

  • To develop a 3D virtual environment for vaccination room teaching activities.
  • To create a software-based simulation that positively impacts teaching through variable scenarios.

Main Methods:

  • Design Science Research methodology guided artifact development.
  • Expert validation via Delphi method and usability testing with nursing students (SUS, UTAUT2).
  • Development involved a specialist to ensure adherence to Brazilian standards.

Main Results:

  • A simulation software was developed using the Unity game engine with scenario creation and performance reporting modules.
  • Expert evaluation deemed the solution adequate; student evaluations showed good usability (SUS score 81.4).
  • Performance Expectation positively influenced Behavioral Intention; younger users showed higher Effort Expectancy.

Conclusions:

  • The study successfully created a software-based simulation for vaccination room teaching.
  • Evaluations indicated high relevance for teaching and identified areas for improvement.
  • User behavior suggests positive acceptance of this technological artifact in education.