The present study aims to evaluate the effect of an educational program of virtual reality on critical thinking disposition among nursing students at Damietta University.
Education is the basis for a thriving society, and the transfer of knowledge has been a top priority for civilization since the very beginning, in all the world people are constantly looking for more easily, more quickly, and more effective in a world where technology is a dominant feature in our daily life. Virtual reality in the field of medical and nursing education is defined as a type of computer-based 3D simulation that makes users feel like they are in clinical settings where they can practice skills without putting patients at risk. Therefore, such simulations with active engagement improve learning retention and enable participants to learn interactively and analyze problems. Critical thinking disposition is one of the skills that need to be developed in the current era. Critical thinking skills can be defined as a student's ability to test their idea in dealing with problems the art of analyzing and evaluating thinking, deducting and inferring conclusions from problems and facts.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
SCREENING
Masking
NONE
Enrollment
190
Part I: Personal Characteristics of Nursing Students: It covers; age and gender. Part II: Students' Knowledge about Virtual Reality Questionnaire: This part will used to assess students' knowledge related to virtual reality that includes a definition of virtual reality, history of virtual reality, advantages and disadvantages of virtual reality on nursing education and equipment used for virtual reality and the effect virtual reality on future of education Scoring system: Respondents' answers will be scored (0) for incorrect answers, and (1) for correct answers. The overall items scores will be summed up and categorized according to the total percentages of unsatisfactory (\<60%) and satisfactory (≥60%).
It will consist of 24 items classify into 7 dimensions grouped as follows; truth-seeking (3 items); open-mindedness (4 items); analyticity (3 items); systematicity (4 items); critical thinking self-confidence (4 items); inquisitiveness (3 items); and cognitive maturity (3 items). Scoring system: Students asked to respond to all items with six points Likert scale as follows; strongly disagree = 1, disagree= 2, neutral = 3, sometimes agree = 4, agree = 5, and strongly agree= 6. The overall items scores will be summed up and categorized according to the total percentages of satisfactory critical thinking (≥75%) and unsatisfactory critical thinking (\<75%).
Mansoura University
Al Mansurah, Dakahlia Governorate, Egypt
Students' Knowledge about Virtual Reality Questionnaire
Scoring system: Respondents' answers will be scored (0) for incorrect answers, and (1) for correct answers. The overall items scores will be summed up and categorized according to the total percentages of unsatisfactory (\<60%) and satisfactory (≥60%).
Time frame: Two months after educational program
Students' Knowledge about Virtual Reality Questionnaire
Scoring system: Students asked to respond to all items with six points Likert scale as follows; strongly disagree = 1, disagree= 2, neutral = 3, sometimes agree = 4, agree = 5, and strongly agree= 6. The overall items scores will be summed up and categorized according to the total percentages of satisfactory critical thinking (≥75%) and unsatisfactory critical thinking (\<75%).
Time frame: Two months after educational program
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