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Published on: April 23, 2014
Virtual gaming simulation and its impact on psychiatric nursing students' perceived learning and self-directed
Hanaa M Abo Shereda1, Seema Nasser2, Eman Dawood1
1Department of Psychiatric and Mental Health Nursing, Faculty of Nursing, Menoufia University, Egypt; Department of Nursing, College of Nursing, King Saud bin Abdulaziz University for Health Sciences, Riyadh, Saudi Arabia; King Abdullah International Medical Research Center, Riyadh, Saudi Arabia; Ministry of the National Guard - Health Affairs, Riyadh, Saudi Arabia.
Virtual gaming simulations (VGS) significantly improved psychiatric nursing students' learning outcomes and self-directed learning abilities. This innovative approach enhances clinical skills and engagement in mental health education.
Area of Science:
- Nursing Education
- Medical Simulation
- Digital Health
Background:
- Psychiatric nursing education faces challenges with complex patient interactions and limited clinical experience, causing student anxiety.
- Virtual gaming simulations (VGS) offer a solution by replicating clinical scenarios to boost knowledge, confidence, and competence in mental health care.
Purpose of the Study:
- To evaluate the impact of VGS on perceived learning outcomes and self-directed learning skills in psychiatric nursing students.
- To explore VGS as an innovative method to overcome limitations in traditional psychiatric nursing clinical training.
Main Methods:
- A quasi-experimental study with a pre-test/post-test non-equivalent control group design was conducted.
- 247 fourth-year nursing students participated, utilizing the "Therapeutic Communication and Mental Health Assessment" VGS.
- Data were collected using the Gameful Experience Scale (GAMEX), Perceived Learning Scale (CAP), and Self-Directed Learning Instrument (SDLI), analyzed with chi-square, t-tests, and GEE.
Main Results:
- VGS significantly improved students' perceived learning outcomes (p < 0.001) and all dimensions of the Gameful Experience Scale (GAMEX).
- Students demonstrated enhanced self-directed learning skills after participating in the VGS intervention.
- The VGS approach positively impacted students' overall learning experience and skill development.
Conclusions:
- Virtual gaming simulation is a transformative strategy for psychiatric nursing education, enhancing clinical skills through gamification.
- VGS effectively supplements traditional simulation methods, improving student engagement and learning.
- Future research should explore the integration of virtual reality technology within VGS for psychiatric nursing training.
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