Background: A game-based virtual reality phone application is used as a simulation to teach psychomotor skills in nursing education.
Objective: This study aims at determining the effect of a game-based virtual reality phone application on tracheostomy care education for nursing students.
Design: Single-blind randomized controlled trial conducted from March-April 2017.
Setting: Department of Nursing, Faculty of Health Sciences, Central Anatolia of Turkey.
Participants: A total of 86 first-year nursing students registered in Fundamentals of Nursing-II were included in this study. The students were divided at random into two groups, control (n = 43) and experimental (n = 43).
Method: The data were collected with an informative features form, a tracheostomy care knowledge test and skill checklists, and a performance assessment form. The control group commenced the study first so that the students did not affect each other. After the students completed the theoretical class, laboratory class, and small group study, they had their knowledge test and skills evaluation. The application featured tracheostomy care and was designed in support of formal education. It was uploaded to the mobile phones of the experimental group at a different phase of the study from the control group. After the experimental group made use of this application for seven days, their last knowledge test and skills evaluation were conducted.
Results: The results of this study determined that the suctioning a tracheostomy tube and peristomal skin care average final test scores of the students in the experiment group were higher than the average scores of the students in the control group; this was statistically significant (p = 0.017, p = 0.003).
Conclusion: The game-based virtual reality phone application was effective in teaching the skill of suctioning a tracheostomy tube for nursing students in the short term, and it is recommended that this application be used in psychomotor skill training.
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http://dx.doi.org/10.1016/j.nedt.2019.05.010 | DOI Listing |
Semin Oncol Nurs
December 2024
Associate Professor, Alice Lee Centre for Nursing Studies, Yong Loo Lin School of Medicine, National University of Singapore, Singapore. Electronic address:
Objective: Evolving digital technology has paved the way for endless potentiality. Leveraging on digital technology for healthcare purposes can target cancer patients, thus improving physical and psychological symptoms. Nevertheless, there is limited consolidated evidence on the effectiveness of virtual reality (VR) and mobile applications.
View Article and Find Full Text PDFRes Dev Disabil
December 2024
Department of Development and Regeneration, University of Leuven (KU Leuven), Leuven, Belgium; KU Leuven Child and Youth Institute (L-C&Y), Leuven, Belgium. Electronic address:
Background: Cerebral visual impairment (CVI) can negatively affect a child's functioning, emphasising the need for interventions to improve visual perception (VP), potentially translating into improved health-related quality of life (HRQOL).
Aims: Assessing the effectiveness of an adaptive individualised game-based rehabilitation, iVision, on VP, visual function, functional vision, and HRQOL.
Methods And Procedures: Seventy-three children with CVI (3-12 performance age) were randomised into the adaptive individualised or the non-adaptive non-individualised group (3 sessions/week; 12 weeks).
Support Care Cancer
December 2024
Department of Rehabilitation Medicine, Faculty of Medicine, Kyorin University, Tokyo, Japan.
Purpose: The present study investigated the clinical feasibility of replacing a part of conventional physiotherapy (PT) with Nintendo Wii® for the recovery of motor function and activities of daily living (ADL) in patients with glioma.
Methods: This study included 10 patients with first-episode gliomas who were admitted to the neurosurgery department of a tertiary hospital. According to the patients' preferences, they were allocated to conventional PT or Wii® rehabilitation groups in which a part of the conventional PT sessions were replaced with Wii® training.
J Clin Med
November 2024
Instituto Politécnico Nacional, Centro de Investigación y Desarrollo de Tecnología Digital, Tijuana 22435, Mexico.
The growing incidence of cognitive impairment among older adults has a significant impact on individuals, family members, caregivers, and society. Current conventional cognitive assessment tools are faced with some limitations. Recent evidence suggests that automating cognitive assessment holds promise, potentially resulting in earlier diagnosis, timely intervention, improved patient outcomes, and higher chances of response to treatment.
View Article and Find Full Text PDFCancers (Basel)
November 2024
Epsylon Laboratory EA 4556, Paul Valéry University Montpellier 3, 34090 Montpellier, France.
Background/objectives: Cancer patients often experience psychological and physical symptoms that can significantly impact their quality of life and treatment outcomes. Virtual reality (VR) has emerged as a promising complementary approach to standard cancer care. Due to the rapidly evolving nature of VR research in oncology, it seems essential to provide an overview of the current state of knowledge in this field.
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