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1.
Can J Nurs Res ; 54(3): 331-344, 2022 Sep.
Article in English | MEDLINE | ID: mdl-35658610

ABSTRACT

BACKGROUND: In 2015, the College of Nurses of Ontario, replaced the Canadian Registered Nurse Examination with the NCLEX-RN exam as entry-to-practice. Faculty in a college-university partnership searched for products to provide nursing students with focused practice in writing exams modelled on the Canadian NCLEX-RN test plan. PURPOSE: The aim of this three-phased evaluation study was to test and validate NCLEX-RN exam preparation materials newly developed for the Canadian context. METHODS: A mixed methods descriptive design was used to capture subjective perspectives and objective measures. After ethical approval was obtained, 13 students assessed the e-learning platform's usability. Eight faculty/clinical experts assessed the content validity of materials using a content validity index (CVI) at both item (I-CVI), and scale (S-CVI) levels. Lastly, 72 completed tests served as the basis for assessing psychometric properties of selected test items. RESULTS: Materials were assessed as useful and easy to use and navigate. I-CVIs ranged between 0.5 to 1.0 with none falling below 0.5 while S-CVIs were above the standard for acceptability of greater than 0.8 with none falling below 0.9. Overall test reliability measured by the Kuder-Richardson formula was 0.73. Many items assessed for difficulty (64%) showed a proportion of correct responses within desired ranges, and most point-biserial indices ranged from fair to very good. CONCLUSION: Strong evidence supported the usability and content validity of the materials assessed. Item difficulty and discrimination analyses were within acceptable ranges. Suggestions for improvements were offered. Predictive analysis should form the basis of future research in this area.


Subject(s)
Education, Nursing, Baccalaureate , Students, Nursing , Educational Measurement , Humans , Licensure, Nursing , Ontario , Reproducibility of Results , Writing
3.
Nurse Educ Pract ; 31: 83-87, 2018 Jul.
Article in English | MEDLINE | ID: mdl-29800764

ABSTRACT

Providing safe and realistic virtual simulations could be an effective way to facilitate the transition from the classroom to clinical practice. As nursing programs begin to include virtual simulations as a learning strategy; it is critical to first assess the technology for ease of use and usefulness. A virtual gaming simulation was developed, and a usability study was conducted to assess its ease of use and usefulness for students and faculty. The Technology Acceptance Model provided the framework for the study, which included expert review and testing by nursing faculty and nursing students. This study highlighted the importance of assessing ease of use and usefulness in a virtual game simulation and provided feedback for the development of an effective virtual gaming simulation. The study participants said the virtual gaming simulation was engaging, realistic and similar to a clinical experience. Participants found the game easy to use and useful. Testing provided the development team with ideas to improve the user interface. The usability methodology provided is a replicable approach to testing virtual experiences before a research study or before implementing virtual experiences into curriculum.


Subject(s)
Mental Health , Nursing Assessment , Simulation Training/methods , Virtual Reality , Adolescent , Adult , Education, Nursing , Female , Humans , Male , Middle Aged , Students, Nursing/psychology
4.
Nurse Educ Today ; 46: 81-85, 2016 Nov.
Article in English | MEDLINE | ID: mdl-27614548

ABSTRACT

BACKGROUND: As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. OBJECTIVE: To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. DESIGN: A usability study was conducted using the Technology Acceptance Model as a research framework. SETTING AND PARTICIPANTS: The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. METHODS: The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. RESULTS: We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. CONCLUSION: Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development.


Subject(s)
Clinical Competence , Computer Simulation , Education, Nursing/methods , Pediatric Nursing/education , Video Games , Adult , Female , Humans , Learning , Middle Aged , Students, Nursing/psychology , User-Computer Interface
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