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Effect of Virtual Game-Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning

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dc.contributor.authorKim, Hyun Jin-
dc.contributor.authorOh, Juyeon-
dc.contributor.authorLee, Seonhye-
dc.date.accessioned2024-12-20T08:02:04Z-
dc.date.available2024-12-20T08:02:04Z-
dc.date.issued2024-03-
dc.identifier.issn1538-2931-
dc.identifier.issn1538-9774-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/204084-
dc.description.abstractGame-based virtual reality simulation programs can capitalize on the advantages of non-face-to-face education while effectively stimulating the interest of trainees and improving training efficiency. This study aimed to develop a game-based virtual reality simulation program for nervous system assessment and to evaluate the effects of the program on the learning attitudes of nursing students. Using a one-group pretest-posttest design, 41 senior nursing students were enrolled, and their learning attitudes (self-directed learning attitude, academic self-efficacy, flow-learning experience, and learning presence) were evaluated. The effect of the program was statistically significant in self-directed learning attitude (t = -2.27, P =.027) and learning presence (t = -3.07, P =.003), but the difference was not statistically significant in academic self-efficacy (t = -1.97, P =.054) and learning flow (t = -0.74, P =.459). The virtual gaming simulation program can be used to effectively replace field training in situations wherein field training is limited, such as during the COVID-19 pandemic.-
dc.format.extent8-
dc.language영어-
dc.language.isoENG-
dc.publisherLippincott Williams & Wilkins Ltd.-
dc.titleEffect of Virtual Game-Based Integrated Clinical Practice Simulation Program on Undergraduate Nursing Students' Attitude Toward Learning-
dc.typeArticle-
dc.publisher.location미국-
dc.identifier.doi10.1097/CIN.0000000000001105-
dc.identifier.scopusid2-s2.0-85186313857-
dc.identifier.wosid001178901000003-
dc.identifier.bibliographicCitationCIN - Computers Informatics Nursing, v.42, no.3, pp 218 - 225-
dc.citation.titleCIN - Computers Informatics Nursing-
dc.citation.volume42-
dc.citation.number3-
dc.citation.startPage218-
dc.citation.endPage225-
dc.type.docTypeArticle-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaMedical Informatics-
dc.relation.journalResearchAreaNursing-
dc.relation.journalWebOfScienceCategoryComputer Science, Interdisciplinary Applications-
dc.relation.journalWebOfScienceCategoryMedical Informatics-
dc.relation.journalWebOfScienceCategoryNursing-
dc.subject.keywordPluscomputer simulation-
dc.subject.keywordPlushuman-
dc.subject.keywordPluslearning-
dc.subject.keywordPlusnursing education-
dc.subject.keywordPlusnursing student-
dc.subject.keywordPluspandemic-
dc.subject.keywordAuthorGamification-
dc.subject.keywordAuthorNeurologic examination-
dc.subject.keywordAuthorSimulation-
dc.subject.keywordAuthorVirtual reality-
dc.identifier.urlhttps://journals.lww.com/cinjournal/fulltext/2024/03000/effect_of_virtual_game_based_integrated_clinical.9.aspx-
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