A comparison of 3D game-based simulation versus traditional methods in vital signs education
Özet
Background: Vital signs measurement is a fundamental nursing responsibility that requires cognitive and psychomotor competence. In alignment with the ethical principle of nonmaleficence, it is important to provide learning environments where students can practice and make mistakes without causing harm. This study aims to examine the effect of a 3D game-based simulation application developed for vital signs on students’ academic achievement, learning satisfaction and self-confidence levels. Methods: A randomized controlled experimental design was employed with 73 nursing students, assigned to either the intervention group (n = 37) or the control group (n = 36). The intervention group used a game-based simulation developed with 3D animation technology, while the control group received traditional instruction. Data were collected using the Student Introductory Characteristics Form, Academic Achievement Test of Vital Signs Measurement Skills, and the Student Satisfaction and Self-Confidence in Learning Scale. Statistical analyses were conducted using SPSS version 25, with significance set at p < 0.05. Results: The results indicated that students’ current learning satisfaction subscale scores were high in the traditional teaching group and that there was a statistically significant difference between the groups (p = 0.047). There was no statistically significant difference between the groups in terms of academic achievement (p = 0.932) and self-confidence levels in learning (p = 0.375). However, both groups had high mean scores in academic achievement, satisfaction with current learning, and self-confidence in learning. Conclusions: The game simulation method supported by 3D animation may be insufficient for significantly improving nursing students’ academic performance, satisfaction with the learning process, and self-confidence in learning. Therefore, it is recommended that such technology-supported methods be used in blended learning environments alongside traditional teaching methods in nursing education. Trial registration: ClinicalTrials.gov: NCT07009275; retrospectively registered.
Anahtar Kelimeler
- Scopus
- 1
- WoS
- 1
- OpenAlex
- 2
Tam Kayıt
| Alan | Değer | Dil |
|---|---|---|
| dc.contributor.author | Tanrıkulu, Fatma | |
| dc.contributor.author | Gündoğdu, Handenur | |
| dc.contributor.author | Erol, Funda | |
| dc.contributor.author | Dikmen, Yurdanur | |
| dc.date.accessioned | 2026-10-27T23:47:37.799334179Z | |
| dc.date.available | 2026-10-27T23:47:37.799334179Z | |
| dc.date.issued | 2025 | |
| dc.description.abstract | Background: Vital signs measurement is a fundamental nursing responsibility that requires cognitive and psychomotor competence. In alignment with the ethical principle of nonmaleficence, it is important to provide learning environments where students can practice and make mistakes without causing harm. This study aims to examine the effect of a 3D game-based simulation application developed for vital signs on students’ academic achievement, learning satisfaction and self-confidence levels. Methods: A randomized controlled experimental design was employed with 73 nursing students, assigned to either the intervention group (n = 37) or the control group (n = 36). The intervention group used a game-based simulation developed with 3D animation technology, while the control group received traditional instruction. Data were collected using the Student Introductory Characteristics Form, Academic Achievement Test of Vital Signs Measurement Skills, and the Student Satisfaction and Self-Confidence in Learning Scale. Statistical analyses were conducted using SPSS version 25, with significance set at p < 0.05. Results: The results indicated that students’ current learning satisfaction subscale scores were high in the traditional teaching group and that there was a statistically significant difference between the groups (p = 0.047). There was no statistically significant difference between the groups in terms of academic achievement (p = 0.932) and self-confidence levels in learning (p = 0.375). However, both groups had high mean scores in academic achievement, satisfaction with current learning, and self-confidence in learning. Conclusions: The game simulation method supported by 3D animation may be insufficient for significantly improving nursing students’ academic performance, satisfaction with the learning process, and self-confidence in learning. Therefore, it is recommended that such technology-supported methods be used in blended learning environments alongside traditional teaching methods in nursing education. Trial registration: ClinicalTrials.gov: NCT07009275; retrospectively registered. | |
| dc.description.sponsorship | The Scientific Research Projects Coordinatorship of Sakarya University of Applied Sciences | |
| dc.description.sponsorship | Scientific Research Projects Coordinatorship of Sakarya University of Applied Sciences | |
| dc.identifier.articlenumber | 1344 | |
| dc.identifier.doi | 10.1186/s12909-025-07980-4 | |
| dc.identifier.eissn | 1472-6920 | |
| dc.identifier.issn | 1472-6920 | |
| dc.identifier.issue | 1 | |
| dc.identifier.pmcid | PMC12492575 | |
| dc.identifier.pmid | 41039559 | |
| dc.identifier.scopus | 2-s2.0-105017652798 | |
| dc.identifier.uri | https://rdlopen.rawdatalibrary.net/r/kostu/10550 | |
| dc.identifier.volume | 25 | |
| dc.identifier.wos | WOS:001586841000020 | |
| dc.language.iso | en | |
| dc.publisher | BioMed Central Ltd | |
| dc.relation.ispartof | BMC Medical Education | |
| dc.rights | info:eu-repo/semantics/openAccess | |
| dc.subject | Academic achievement | |
| dc.subject | Animation | |
| dc.subject | Nursing education | |
| dc.subject | Satisfaction | |
| dc.subject | Vital signs | |
| dc.subject.classification | Education & Educational Research | |
| dc.subject.classification | Education, Scientific Disciplines | |
| dc.subject.other | Adult | |
| dc.subject.other | Clinical Competence | |
| dc.subject.other | Education, Nursing, Baccalaureate | |
| dc.subject.other | Educational Measurement | |
| dc.subject.other | Female | |
| dc.subject.other | Humans | |
| dc.subject.other | Male | |
| dc.subject.other | Self Concept | |
| dc.subject.other | Simulation Training | |
| dc.subject.other | Students, Nursing | |
| dc.subject.other | Video Games | |
| dc.subject.other | Vital Signs | |
| dc.subject.other | Young Adult | |
| dc.subject.other | comparative study | |
| dc.subject.other | controlled study | |
| dc.subject.other | education | |
| dc.subject.other | human | |
| dc.subject.other | nursing education | |
| dc.subject.other | nursing student | |
| dc.subject.other | procedures | |
| dc.subject.other | psychology | |
| dc.subject.other | randomized controlled trial | |
| dc.subject.other | video game | |
| dc.subject.other | vital sign | |
| dc.title | A comparison of 3D game-based simulation versus traditional methods in vital signs education | |
| dc.type | Article | |
| rdl.citation.openalex | 2 | |
| rdl.citation.scopus | 1 | |
| rdl.citation.wos | 1 | |
| rdl.department | Nursing Department, Faculty of Health Sciences, Sakarya University of Applied Sciences, Sakarya, Türkiye | |
| rdl.department | Nursing Department, Faculty of Health Sciences, Kocaeli University, Kocaeli, Türkiye | |
| rdl.department | Nursing Department, Faculty of Health Sciences, Kocaeli Health and Technology University, Kocaeli, Türkiye | |
| rdl.oa.status | gold | |
| rdl.oa.status | green | |
| rdl.oa.url | https://bmcmededuc.biomedcentral.com/counter/pdf/10.1186/s12909-025-07980-4 | |
| rdl.scopus.quartile | Q1 | |
| rdl.sdg | SDG04 | |
| rdl.sdg | SDG03 | |
| rdl.source.index | SCOPUS | |
| rdl.source.index | WOS | |
| rdl.source.index | PUBMED | |
| rdl.wos.index | Science Citation Index Expanded (SCI-EXPANDED) | |
| rdl.wos.index | Social Science Citation Index (SSCI) |


