A comparison of 3D game-based simulation versus traditional methods in vital signs education

MakaleAçık ErişimScopus SJRQ1
  • SDG 3 · Sağlık ve Kaliteli Yaşam
  • SDG 4 · Nitelikli Eğitim

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.

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RDL Kalıcı Bağlantı (PID)
https://rdlopen.rawdatalibrary.net/r/kostu/10550Resmi atıflarda kullanılan kalıcı adres
DOI
https://doi.org/10.1186/s12909-025-07980-4Yayıncı resmi DOI adresi
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1
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OpenAlex
2
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Tam Kayıt
AlanDeğerDil
dc.contributor.authorTanrıkulu, Fatma
dc.contributor.authorGündoğdu, Handenur
dc.contributor.authorErol, Funda
dc.contributor.authorDikmen, Yurdanur
dc.date.accessioned2026-10-27T23:47:37.799334179Z
dc.date.available2026-10-27T23:47:37.799334179Z
dc.date.issued2025
dc.description.abstractBackground: 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.sponsorshipThe Scientific Research Projects Coordinatorship of Sakarya University of Applied Sciences
dc.description.sponsorshipScientific Research Projects Coordinatorship of Sakarya University of Applied Sciences
dc.identifier.articlenumber1344
dc.identifier.doi10.1186/s12909-025-07980-4
dc.identifier.eissn1472-6920
dc.identifier.issn1472-6920
dc.identifier.issue1
dc.identifier.pmcidPMC12492575
dc.identifier.pmid41039559
dc.identifier.scopus2-s2.0-105017652798
dc.identifier.urihttps://rdlopen.rawdatalibrary.net/r/kostu/10550
dc.identifier.volume25
dc.identifier.wosWOS:001586841000020
dc.language.isoen
dc.publisherBioMed Central Ltd
dc.relation.ispartofBMC Medical Education
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectAcademic achievement
dc.subjectAnimation
dc.subjectNursing education
dc.subjectSatisfaction
dc.subjectVital signs
dc.subject.classificationEducation & Educational Research
dc.subject.classificationEducation, Scientific Disciplines
dc.subject.otherAdult
dc.subject.otherClinical Competence
dc.subject.otherEducation, Nursing, Baccalaureate
dc.subject.otherEducational Measurement
dc.subject.otherFemale
dc.subject.otherHumans
dc.subject.otherMale
dc.subject.otherSelf Concept
dc.subject.otherSimulation Training
dc.subject.otherStudents, Nursing
dc.subject.otherVideo Games
dc.subject.otherVital Signs
dc.subject.otherYoung Adult
dc.subject.othercomparative study
dc.subject.othercontrolled study
dc.subject.othereducation
dc.subject.otherhuman
dc.subject.othernursing education
dc.subject.othernursing student
dc.subject.otherprocedures
dc.subject.otherpsychology
dc.subject.otherrandomized controlled trial
dc.subject.othervideo game
dc.subject.othervital sign
dc.titleA comparison of 3D game-based simulation versus traditional methods in vital signs education
dc.typeArticle
rdl.citation.openalex2
rdl.citation.scopus1
rdl.citation.wos1
rdl.departmentNursing Department, Faculty of Health Sciences, Sakarya University of Applied Sciences, Sakarya, Türkiye
rdl.departmentNursing Department, Faculty of Health Sciences, Kocaeli University, Kocaeli, Türkiye
rdl.departmentNursing Department, Faculty of Health Sciences, Kocaeli Health and Technology University, Kocaeli, Türkiye
rdl.oa.statusgold
rdl.oa.statusgreen
rdl.oa.urlhttps://bmcmededuc.biomedcentral.com/counter/pdf/10.1186/s12909-025-07980-4
rdl.scopus.quartileQ1
rdl.sdgSDG04
rdl.sdgSDG03
rdl.source.indexSCOPUS
rdl.source.indexWOS
rdl.source.indexPUBMED
rdl.wos.indexScience Citation Index Expanded (SCI-EXPANDED)
rdl.wos.indexSocial Science Citation Index (SSCI)