Document Type

Journal Article

Publication Title

African Journal of Health, Nursing and Midwifery

Publisher

African British Journals

School

School of Nursing and Midwifery

RAS ID

64764

Comments

Kivuti-Bitok, L. W., Cheptum, J. J., Mutwiri, M., Wanja, S., & Ngune, I. (2023). Virtual reality and serious gaming in re-engineering clinical teaching: A review of literature of the experiences and perspectives of clinical trainers. African Journal of Health, Nursing and Midwifery, 6(2), 53-86. https://doi.org/10.52589/ajhnm-mfh6yys8

Abstract

Re-engineer clinical teaching through innovative approaches such as virtual reality (VR) and Serious Gaming (SG) may increase patient safety. While several studies have focused on the experiences and perceptions of learners about VR and SG, few have if any have focused on the instructors. We reviewed and appraised published evidence to establish the experiences and intention to adopt VR and SG in clinical teaching. Relevant articles were sourced from five databases (PubMed/Medline, Informit, +A Education, ProQuest-ERIC, and CINHAL-EBSCO host). Experiences of clinical trainers were reported using the technological, pedagogical, and content knowledge (TPACK) model. The intention to adopt VR and SG was synthesized using the Technology Adoption Model (TAM). Clinical trainers had a positive attitude towards VR and SG. Those with longer professional experience were less likely to adopt VR and SG, while more experienced trainers were more likely to benefit from VR and SG. VR and SG are practical pedagogies for clinical instruction, but training is required for novice users. Cost-benefit analysis of VR and SG as clinical training approaches is needed.

DOI

10.52589/ajhnm-mfh6yys8

Creative Commons License

Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License.

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