Can a Virtual Patient Trainer Teach Student Nurses How to Save Lives—Teaching Nursing Students About Pediatric Respiratory Diseases

Introduction Virtual environments offer a variety of benefits and may be a powerful medium with which to provide nursing education. The objective of this study was to compare the achievement of learning outcomes of undergraduate nursing students when a virtual patient trainer or a traditional lecture was used to teach pediatric respiratory content. Methods This was a randomized, controlled, posttest design. A virtual pediatric hospital unit was populated with four virtual pediatric patients having different respiratory diseases that were designed to meet the same learning objectives as a traditional lecture. The study began in Spring 2010 with 93 Senior I, baccalaureate nursing students. Students were randomized to receive either a traditional lecture or an experience with a virtual patient trainer. Students’ knowledge acquisition was evaluated using multiple-choice questions, and knowledge application was measured as timeliness of care in two simulated clinical scenarios using high-fidelity mannequins and standardized patients. Results Ninety-three students participated in the study, of which 46 were in the experimental group that received content using the virtual patient trainer. After the intervention, students in the experimental group had significantly higher knowledge acquisition (P = 0.004) and better knowledge application (P = 0.001) for each of the two scenarios than students in the control group. Conclusions The purpose of this project was to compare a virtual patient trainer to a traditional lecture for the achievement of learning outcomes for pediatric respiratory content. Although the virtual patient trainer experience produced statistically better outcomes, the differences may not be clinically significant. The results suggest that a virtual patient trainer may be an effective substitute for the achievement of learning outcomes that are typically met using a traditional lecture format. Further research is needed to understand how best to integrate a virtual patient trainer into undergraduate nursing education.

[1]  D. Cook,et al.  Computerized Virtual Patients in Health Professions Education: A Systematic Review and Meta-Analysis , 2010, Academic medicine : journal of the Association of American Medical Colleges.

[2]  P. Jeffries Designing simulations for nursing education , 2006 .

[3]  C. Adams,et al.  Educational games for mental health professionals: a Cochrane review. , 2007, The international journal of psychiatric nursing research.

[4]  Greg Costikyan,et al.  I Have No Words & I Must Design: Toward a Critical Vocabulary for Games , 2002, CGDC Conf..

[5]  Jorge G Ruiz,et al.  Avatar-mediated training in the delivery of bad news in a virtual world. , 2010, Journal of palliative medicine.

[6]  Robin Deterding,et al.  A Comparison of Critical Thinking in Groups of Third‐year Medical Students in Text, Video, and Virtual PBL Case Modalities , 2003, Academic medicine : journal of the Association of American Medical Colleges.

[7]  Simon Cooper,et al.  Educational gaming in the health sciences: systematic review. , 2009, Journal of advanced nursing.

[8]  M. Shariati,et al.  VIRTUAL PATIENTS IN UNDERGRADUATE SURGERY EDUCATION: A RANDOMIZED CONTROLLED STUDY , 2007, ANZ journal of surgery.

[9]  Margaret M Hansen,et al.  Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature , 2008, Journal of medical Internet research.

[10]  C. Ringsted,et al.  The testing effect on skills learning might last 6 months , 2010, Advances in health sciences education : theory and practice.

[11]  Sumit Ghosh,et al.  Immersive Virtual Reality Simulations in Nursing Education , 2010, Nursing education perspectives.

[12]  M. Medland,et al.  Good-behavior game: a replication and systematic analysis. , 1972, Journal of applied behavior analysis.

[13]  Jeffrey D. Karpicke,et al.  The Power of Testing Memory Basic Research and Implications for Educational Practice , 2006 .

[14]  John Bohannon IEEE International Conference on Computational Intelligence and Games. Smarts for serious games. , 2010, Science.

[15]  W. Harless,et al.  CASE: a Computer-Aided Simulation of the Clinical Encounter. , 1971, Journal of medical education.

[16]  D. Nicol,et al.  Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice , 2006 .

[17]  M. Merialdi,et al.  Learning in a Virtual World: Experience With Using Second Life for Medical Education , 2010, Journal of medical Internet research.

[18]  Eric B. Bauman,et al.  Preparing Learners for Future Experiences using Game-Based Learning , 2011 .

[19]  David Blatner,et al.  Silicon Mirage: The Art and Science of Virtual Reality , 1992 .

[20]  Pamela R. Jeffries,et al.  Simulation in nursing education : from conceptualization to evaluation , 2007 .

[21]  Katherine A Sward,et al.  Use of a Web-based game to teach pediatric content to medical students. , 2008, Ambulatory pediatrics : the official journal of the Ambulatory Pediatric Association.

[22]  Chris Dede,et al.  The Evolution of Constructivist Learning Environments : Immersion in Distributed , Virtual Worlds , 1995 .

[23]  D. Cook,et al.  Virtual patients: a critical literature review and proposed next steps , 2009, Medical education.

[24]  Amy C. Traylor,et al.  What Virtual Reality Research in Addictions Can Tell Us about the Future of Obesity Assessment and Treatment , 2011, Journal of diabetes science and technology.

[25]  Phillip Johnson,et al.  Serious Games for Immersive Cultural Training: Creating a Living World , 2009, IEEE Computer Graphics and Applications.

[26]  Albert A. Rizzo,et al.  Evaluation of Justina: A Virtual Patient with PTSD , 2008, IVA.

[27]  David Gibson,et al.  Games And Simulations in Online Learning: Research and Development Frameworks , 2006 .