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Hemşirelik Birinci Sınıf Öğrencilerinin Sanal Oyun Simülasyonlarını Kullanma Deneyimleri: Nitel Bir Çalışma

Yıl 2025, Cilt: 18 Sayı: 1, 32 - 45
https://doi.org/10.46483/jnef.1620897

Öz

Giriş: Sanal oyun simülasyonu, hemşirelik öğrencilerinin bilgi ve becerilerini geliştirmek için kullanılan iki boyutlu bilgisayar oyunudur. Bu araştırma, sanal oyun simülasyonlarını kullanmaya ilişkin hemşirelik birinci sınıf öğrencilerinin görüşlerinin belirlenmesi amacıyla gerçekleştirilmiştir.
Amaç: Bu araştırma, sanal oyun simülasyonlarını kullanmaya ilişkin hemşirelik birinci sınıf öğrencilerinin görüşlerinin belirlenmesi amacıyla gerçekleştirilmiştir.
Yöntem: Collazzi’nin fenomenolojik deseni ve amaçlı örnekleme yöntemiyle Nisan–Mayıs 2022’de gerçekleştirilen araştırmamıza Türkiye’de bir devlet üniversitesinin Hemşirelik Bölümüne devam eden 51 birinci sınıf öğrencisi katılmıştır. Verilerin toplanmasında, “Öğrenci Bilgi Formu” ve “Yarı Yapılandırılmış Odak Grup Görüşmesi Formu” kullanılmıştır. Görüşmeler, yüz yüze gerçekleştirilmiş, veriler içerik analizi yöntemiyle ve MAXQDA 2020 yazılımıyla analiz edilmiştir. Yazarlar, çalışma boyunca COREQ kontrol listesini takip etmiştir.
Bulgular: Öğrencilerin 37’si kadın, 14’ü erkek, %78.5’i Anadolu Lisesi mezunu ve yaş ortalamaları 19.00±1.26’dır. Görüşme analizlerinden beş kategori, 10 alt kategori ve 29 kod elde edilmiştir. Belirlenen kategoriler: (1) Sanal oyun simülasyonlarını oynarken hissedilenler; (2) Sanal oyun simülasyonlarını diğer derslerde kullanma; (3) Sanal oyun simülasyonlarındaki videolar hakkındaki görüşler; (4) Sanal oyun simülasyonlarının öğrencilerin gelişime etkisi; (5) Sanal oyun simülasyonlarını geliştirmeye yönelik öneriler.
Sonuç: Öğrenciler, sanal oyunların öğrenme sürecini ve deneyimsel öğrenmeyi etkilediğini, oyunları teorik ve uygulamalı derslerde kullanmak istediklerini belirtmişlerdir. Sanal oyun videoları hakkında olumlu ve olumsuz görüşler ifade etmişlerdir. Sanal oyunların mesleki ve bireysel kimliği etkilediğini belirtmişler, sanal oyunları geliştirmeye yönelik oyunun kapsamı ve teknik açıdan önerilerde bulunmuşlardır. Bu doğrultuda, sanal oyun simülasyonlarına yönelik farklı sınıflardaki öğrencilerin görüşlerinin alınması önerilmektedir. Ayrıca, klinik uygulamalara katkı sağlaması açısından da sanal oyunlar kullanılabilir.

Kaynakça

  • Alexiou, A., ve Schippers, M. C., (2018). Digital game elements, user experience and learning: A conceptual fra-mework. Education and Information Technologies, 23, 2545–2567. https://doi.org/10.1007/s10639-018-9730-6
  • Atthill, S., Witmer, D., Luctkar-Flude, M., ve Tyerman, J. (2021). Exploring the impact of a virtual asynchronous debriefing method after a virtual simulation game to support clinical decision-making. Clinical Simulation in Nur-sing, 50, 10-18. https://doi.org/10.1016/j.ecns.2020.06.008
  • Cant, R. P., ve Cooper, S. J. (2015). The time is right for Web-based clinical simulation in nursing education. Jour-nal of Nursing Education and Practice, 5(11), 113-119. http://dx.doi.org/10.5430/jnep.v5n11p113
  • Colaizzi, P. F. (1978). Psychological research as the phenomenologist views it. In: Valle RS, King M, eds. Existen-tial-phenomenological alternatives for psychology. New York: Oxford University Press, 48-71.
  • Craig, S., Stark, P., Wilson, C. B., Carter, G., Clarke, S., ve Mitchell, G. (2023). Evaluation of a dementia awareness game for undergraduate nursing students in Northern Ireland: a Pre-/Post-Test study. BMC nursing, 22(1), 177. https://doi.org/10.1186/s12912-023-01345-2.
  • Hosseini, M. M., Hosseini, S. T. M., ve Qayumi, K. (2023). Nursing student satisfaction with a Crisis Management Game-based training; a quasi-experimental study. Iran J Emerg Med, 10(1), e22. https://doi.org/10.22037/ijem.v10i1.42407.
  • Keys, E., Luctkar-Flude, M., Tyerman, J., Sears, K., ve Woo, K. (2020). Developing a virtual simulation game for nursing resuscitation education. Clinical Simulation in Nursing, 39, 51-54. https://doi.org/10.1016/j.ecns.2019.10.009
  • Kim, H., ve Suh, E. E. (2018). The effects of an interactive nursing skills mobile application on nursing students’ knowledge, self-efficacy, and skills performance: A randomized controlled trial. Asian nursing research, 12(1), 17-25. https://doi.org/10.1016/j.anr.2018.01.001
  • Linares, J. M., Yebenes, R. M., Afan, F. A., ve Entrambasaguas, O. M. (2019). Assessment of nursing care and te-aching: a qualitative approach. Internatıonal Journal of Environ Research Public Health, 16(15), 2774. https://doi.org/10.3390/ijerph16152774
  • Luctkar-Flude, M., Tyerman, J., Tregunno, D., Bell, C., Lalonde, M., McParland, T., Peachey, L., Verkuyl, M., ve Mastrilli, P. (2021). Designing a virtual simulation game as presimulation preparation for a respiratory distress simu-lation for senior nursing students: Usability, feasibility, and perceived impact on learning. Clinical Simulation in Nursing, 52, 35-42. https://doi.org/10.1016/j.ecns.2020.11.009
  • McEnroe-Petitte, D., ve Farris, C. (2020). Using gaming as an active teaching strategy in nursing education. Teac-hing and Learning in Nursing, 15(1), 61-65. https://doi.org/10.1016/j.teln.2019.09.002
  • Ordu, Y., ve Çalışkan, N. (2023). The effects of virtual gaming simulation on nursing students’ diagnosis, goal set-ting, and diagnosis prioritization: A randomized controlled trial. Nurse Education in Practice, 68, 103593. https://doi.org/10.1016/j.nepr.2023.103593
  • Rajabpoor, M., Zarifnejad, G. H., Mohsenizadeh, S. M., Mazloum, S. R., Pourghaznein, T., ve Mohammad, A. M. A. (2018). Barriers to ımplementation of nursing process from the viewpoint of faculty members, nursing managers, nurses and nursing students. Journal of Holistic Nursing and Midwifery, 28(2), 137-142. http://dx.doi.org/10.29252/hnmj.28.2.137
  • Rim, D., ve Shin, H. (2021). Effective instructional design template for virtual simulations in nursing education. Nurse Education Today, 96, 104624. https://doi.org/10.1016/j.nedt.2020.104624
  • Salovaara-Hiltunen, M., Heikkinen, K., ve Koivisto, J. M. (2019). User experience and learning experience in a 4D virtual reality simulation game. International Journal of Serious Games, 6(4), 49-66. https://doi.org/10.17083/ijsg.v6i4.305
  • Seggie, F., ve Bayyurt, Y. (2017). Qualitative Research. Method, Technique, Analysis and Approaches. 2nd Edition. Ankara: Anı Publishing, 253-263.
  • Tong, A., Sainsbury, P., ve Craig, J. (2007). Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups. International journal for quality in health care, 19(6), 349-357. https://doi.org/10.1093/intqhc/mzm042
  • Topçu, S. (2023). The Effect of Game-Based Learning on Motivation and Learning Strategies of Nursing Students in Occupational Health Nursing Course. Jurnal Berita Ilmu Keperawatan, 16(1), 68-76. https://doi.org/10.23917/bik.v16i1.1499.
  • Verkuyl, M., Atack, L., Kamstra-Cooper, K., ve Mastrilli, P. (2020a). Virtual gaming simulation: an interview study of nurse educators. Simulation ve Gaming, 51(4), 537-549. https://doi.org/10.1177%2F1046878120904399
  • Verkuyl, M., Atack, L., Mastrilli, P., ve Romaniuk, D. (2016). Virtual gaming to develop students’ pediatric nursing skills: A usability test. Nurse Education Today, 46, 81-85. https://doi.org/10.1016/j.nedt.2016.08.024
  • Verkuyl, M., Djafarova, N., Mastrilli, P., ve Atack, L. (2022). Virtual gaming simulation: evaluating players’ expe-riences. Clinical Simulation in Nursing, 63, 16-22. https://doi.org/10.1016/j.ecns.2021.11.002
  • Verkuyl, M., ve Hughes, M. (2019). Virtual gaming simulation in nursing education: A mixed-methods study. Cli-nical Simulation in Nursing, 29, 9-14. https://doi.org/10.1016/j.ecns.2019.02.001
  • Verkuyl, M., Hughes, M., Tsui, J., Betts, L., St-Amant, O., ve Lapum, J. L. (2017a). Virtual gaming simulation in nursing education: A focus group study. The Journal of Nursing Education, 56(5), 274-280. https://doi.org/10.3928/01484834-20170421-04
  • Verkuyl, M., Lapum, J. L., St-Amant, O., Hughes, M., ve Romaniuk, D. (2021). Curricular uptake of virtual ga-ming simulation in nursing education. Nurse Education in Practice, 50, 102967. https://doi.org/10.1016/j.nepr.2021.102967
  • Verkuyl, M., Lapum, J. L., St-Amant, O., Hughes, M., Romaniuk, D., ve Mastrilli, P. (2019a). Designing virtual gaming simulations. Clinical Simulation in Nursing, 32, 8-12. https://doi.org/10.1016/j.ecns.2019.03.008
  • Verkuyl, M., Lapum, J. L., St-Amant, O., Hughes, M., Romaniuk, D., ve McCulloch, T. (2020b). Exploring debrie-fing combinations after a virtual simulation. Clinical Simulation in Nursing, 40, 36-42. https://doi.org/10.1016/j.ecns.2019.12.002
  • Verkuyl, M., McGee, N., McCulloch, T., Tsui, J., ve Layard, B. (2019b). Different formats for playing virtual ga-ming simulations. CIN: Computers, Informatics, Nursing, 37(5), 237-240. https://doi.org/10.1097/cin.0000000000000539
  • Verkuyl, M., Romaniuk, D., Atack, L., ve Mastrilli, P. (2017b). Virtual gaming simulation for nursing education: An experiment. Clinical Simulation in Nursing, 13(5), 238-244. https://doi.org/10.1016/j.ecns.2017.02.004

Nursing First Grade Students’ Experiences Using Virtual Game Simulations: A Qualitative Study

Yıl 2025, Cilt: 18 Sayı: 1, 32 - 45
https://doi.org/10.46483/jnef.1620897

Öz

Background: Virtual game simulation is a two-dimensional computer game used to improve the knowledge and skills of nursing students. This research was conducted to determine the opinions of first-year nursing students about using virtual game simulations.
Objectives: This research was conducted to determine the opinions of first-year nursing students about using virtual game simulations.
Methods: 51 first-year students attending the Nursing Department of a state university in Turkey participated in our research, which was carried out in April-May 2022 with Collazzi’s phenomenological design and purposive sampling method. “Student Information Form” and “Semi-Structured Focus Group Interview Form” were used to collect data. The interviews were conducted face to face and the data were analyzed with the content analysis method and MAXQDA 2020 software. The authors followed the COREQ checklist throughout the study.
Results: 37 of the students are female, 14 are male, 78.5% of them are Anatolian High School graduates and their average age is 19.00±1.26. Five categories, 10 subcategories and 29 codes were obtained from interview analysis. The categories identified are: (1) Feelings while playing virtual game simulations; (2) Using virtual game simulations in other courses (3) Opinions about videos in virtual game simulations; (4) The effect of virtual game simulations on students’ development; (5) Suggestions for improving virtual game simulations.
Conclusion: Students stated that virtual games affected the learning process and experiential learning and that they wanted to use the games in theoretical and applied courses. They expressed positive and negative opinions about virtual game videos. They stated that virtual games affect professional and individual identity, and made suggestions regarding the scope and technical aspects of the game to improve virtual games. In this regard, it is recommended to obtain the opinions of students from differen

Kaynakça

  • Alexiou, A., ve Schippers, M. C., (2018). Digital game elements, user experience and learning: A conceptual fra-mework. Education and Information Technologies, 23, 2545–2567. https://doi.org/10.1007/s10639-018-9730-6
  • Atthill, S., Witmer, D., Luctkar-Flude, M., ve Tyerman, J. (2021). Exploring the impact of a virtual asynchronous debriefing method after a virtual simulation game to support clinical decision-making. Clinical Simulation in Nur-sing, 50, 10-18. https://doi.org/10.1016/j.ecns.2020.06.008
  • Cant, R. P., ve Cooper, S. J. (2015). The time is right for Web-based clinical simulation in nursing education. Jour-nal of Nursing Education and Practice, 5(11), 113-119. http://dx.doi.org/10.5430/jnep.v5n11p113
  • Colaizzi, P. F. (1978). Psychological research as the phenomenologist views it. In: Valle RS, King M, eds. Existen-tial-phenomenological alternatives for psychology. New York: Oxford University Press, 48-71.
  • Craig, S., Stark, P., Wilson, C. B., Carter, G., Clarke, S., ve Mitchell, G. (2023). Evaluation of a dementia awareness game for undergraduate nursing students in Northern Ireland: a Pre-/Post-Test study. BMC nursing, 22(1), 177. https://doi.org/10.1186/s12912-023-01345-2.
  • Hosseini, M. M., Hosseini, S. T. M., ve Qayumi, K. (2023). Nursing student satisfaction with a Crisis Management Game-based training; a quasi-experimental study. Iran J Emerg Med, 10(1), e22. https://doi.org/10.22037/ijem.v10i1.42407.
  • Keys, E., Luctkar-Flude, M., Tyerman, J., Sears, K., ve Woo, K. (2020). Developing a virtual simulation game for nursing resuscitation education. Clinical Simulation in Nursing, 39, 51-54. https://doi.org/10.1016/j.ecns.2019.10.009
  • Kim, H., ve Suh, E. E. (2018). The effects of an interactive nursing skills mobile application on nursing students’ knowledge, self-efficacy, and skills performance: A randomized controlled trial. Asian nursing research, 12(1), 17-25. https://doi.org/10.1016/j.anr.2018.01.001
  • Linares, J. M., Yebenes, R. M., Afan, F. A., ve Entrambasaguas, O. M. (2019). Assessment of nursing care and te-aching: a qualitative approach. Internatıonal Journal of Environ Research Public Health, 16(15), 2774. https://doi.org/10.3390/ijerph16152774
  • Luctkar-Flude, M., Tyerman, J., Tregunno, D., Bell, C., Lalonde, M., McParland, T., Peachey, L., Verkuyl, M., ve Mastrilli, P. (2021). Designing a virtual simulation game as presimulation preparation for a respiratory distress simu-lation for senior nursing students: Usability, feasibility, and perceived impact on learning. Clinical Simulation in Nursing, 52, 35-42. https://doi.org/10.1016/j.ecns.2020.11.009
  • McEnroe-Petitte, D., ve Farris, C. (2020). Using gaming as an active teaching strategy in nursing education. Teac-hing and Learning in Nursing, 15(1), 61-65. https://doi.org/10.1016/j.teln.2019.09.002
  • Ordu, Y., ve Çalışkan, N. (2023). The effects of virtual gaming simulation on nursing students’ diagnosis, goal set-ting, and diagnosis prioritization: A randomized controlled trial. Nurse Education in Practice, 68, 103593. https://doi.org/10.1016/j.nepr.2023.103593
  • Rajabpoor, M., Zarifnejad, G. H., Mohsenizadeh, S. M., Mazloum, S. R., Pourghaznein, T., ve Mohammad, A. M. A. (2018). Barriers to ımplementation of nursing process from the viewpoint of faculty members, nursing managers, nurses and nursing students. Journal of Holistic Nursing and Midwifery, 28(2), 137-142. http://dx.doi.org/10.29252/hnmj.28.2.137
  • Rim, D., ve Shin, H. (2021). Effective instructional design template for virtual simulations in nursing education. Nurse Education Today, 96, 104624. https://doi.org/10.1016/j.nedt.2020.104624
  • Salovaara-Hiltunen, M., Heikkinen, K., ve Koivisto, J. M. (2019). User experience and learning experience in a 4D virtual reality simulation game. International Journal of Serious Games, 6(4), 49-66. https://doi.org/10.17083/ijsg.v6i4.305
  • Seggie, F., ve Bayyurt, Y. (2017). Qualitative Research. Method, Technique, Analysis and Approaches. 2nd Edition. Ankara: Anı Publishing, 253-263.
  • Tong, A., Sainsbury, P., ve Craig, J. (2007). Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups. International journal for quality in health care, 19(6), 349-357. https://doi.org/10.1093/intqhc/mzm042
  • Topçu, S. (2023). The Effect of Game-Based Learning on Motivation and Learning Strategies of Nursing Students in Occupational Health Nursing Course. Jurnal Berita Ilmu Keperawatan, 16(1), 68-76. https://doi.org/10.23917/bik.v16i1.1499.
  • Verkuyl, M., Atack, L., Kamstra-Cooper, K., ve Mastrilli, P. (2020a). Virtual gaming simulation: an interview study of nurse educators. Simulation ve Gaming, 51(4), 537-549. https://doi.org/10.1177%2F1046878120904399
  • Verkuyl, M., Atack, L., Mastrilli, P., ve Romaniuk, D. (2016). Virtual gaming to develop students’ pediatric nursing skills: A usability test. Nurse Education Today, 46, 81-85. https://doi.org/10.1016/j.nedt.2016.08.024
  • Verkuyl, M., Djafarova, N., Mastrilli, P., ve Atack, L. (2022). Virtual gaming simulation: evaluating players’ expe-riences. Clinical Simulation in Nursing, 63, 16-22. https://doi.org/10.1016/j.ecns.2021.11.002
  • Verkuyl, M., ve Hughes, M. (2019). Virtual gaming simulation in nursing education: A mixed-methods study. Cli-nical Simulation in Nursing, 29, 9-14. https://doi.org/10.1016/j.ecns.2019.02.001
  • Verkuyl, M., Hughes, M., Tsui, J., Betts, L., St-Amant, O., ve Lapum, J. L. (2017a). Virtual gaming simulation in nursing education: A focus group study. The Journal of Nursing Education, 56(5), 274-280. https://doi.org/10.3928/01484834-20170421-04
  • Verkuyl, M., Lapum, J. L., St-Amant, O., Hughes, M., ve Romaniuk, D. (2021). Curricular uptake of virtual ga-ming simulation in nursing education. Nurse Education in Practice, 50, 102967. https://doi.org/10.1016/j.nepr.2021.102967
  • Verkuyl, M., Lapum, J. L., St-Amant, O., Hughes, M., Romaniuk, D., ve Mastrilli, P. (2019a). Designing virtual gaming simulations. Clinical Simulation in Nursing, 32, 8-12. https://doi.org/10.1016/j.ecns.2019.03.008
  • Verkuyl, M., Lapum, J. L., St-Amant, O., Hughes, M., Romaniuk, D., ve McCulloch, T. (2020b). Exploring debrie-fing combinations after a virtual simulation. Clinical Simulation in Nursing, 40, 36-42. https://doi.org/10.1016/j.ecns.2019.12.002
  • Verkuyl, M., McGee, N., McCulloch, T., Tsui, J., ve Layard, B. (2019b). Different formats for playing virtual ga-ming simulations. CIN: Computers, Informatics, Nursing, 37(5), 237-240. https://doi.org/10.1097/cin.0000000000000539
  • Verkuyl, M., Romaniuk, D., Atack, L., ve Mastrilli, P. (2017b). Virtual gaming simulation for nursing education: An experiment. Clinical Simulation in Nursing, 13(5), 238-244. https://doi.org/10.1016/j.ecns.2017.02.004
Toplam 28 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Hemşirelik (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Yadigar Ordu 0000-0002-4060-0487

Nurcan Çalışkan 0000-0001-9804-3030

Erken Görünüm Tarihi 15 Ocak 2025
Yayımlanma Tarihi
Yayımlandığı Sayı Yıl 2025 Cilt: 18 Sayı: 1

Kaynak Göster

APA Ordu, Y., & Çalışkan, N. (2025). Hemşirelik Birinci Sınıf Öğrencilerinin Sanal Oyun Simülasyonlarını Kullanma Deneyimleri: Nitel Bir Çalışma. Etkili Hemşirelik Dergisi, 18(1), 32-45. https://doi.org/10.46483/jnef.1620897

Etkili Hemşirelik Dergisi ULAKBİM Türk Tıp Dizini, Türk Medline, Türkiye Atıf Dizini, Şubat 2021 tarihinden beri EBSCO Host ve 26 Ekim 2021 tarihinden itibaren DOAJ ve 18 Ocak 2022 tarihinden beri Index Copernicus, 14 Kasım 2022 tarihinden beri SCOPUS tarafından indekslenmektedir.

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https://dergipark.org.tr/tr/pub/jnef/contacts

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