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David Staten
(Wright, Tinnon, Rebecca, & Newton, 2018). Clinical virtual simulation is a technological
intervention that supplements traditional nursing education (Liaw et al., 2015). The purpose of
this paper is to conduct a literature review on the effect of virtual simulation in improving
nursing education and discuss research methodologies, sampling, key findings, and limitations.
Background
Wright et al. (2018) defines three different types of virtual simulation as virtual reality,
gaming simulator, and web-based simulators that digitally replicate patient scenarios within
hospital settings. Second year nursing students were recruited by their nursing universities for
virtual simulation studies. Modern technology has shifted the educational paradigm from
students being passive listeners during lectures to having instant access to real time information,
multitasking capabilities, visual graphics preference, and instant gratitude (Padilha, Machado,
Riberio, Ramos, & Costa, 2019). Nursing students engage in a traditional education method of
didactic lecture and clinical rotation. However, nursing students have limited experiences at
clinical rotations due to decreased clinical opportunities (Gu, Zhu, Chen, 2017).
According to Gu, Zhu, and Chen (2017), virtual simulation can be a cost-effective
method in providing repeated practice opportunities that are safe, accessible, and standardized.
The National Council for State Boards of Nursing promotes the use of virtual simulation to be
effective as learning within traditional clinical settings (Wright et al., 2018). The following
PICOT question will be addressed: For second year undergraduate and graduate nursing
students, what is the effect of nursing education with virtual simulation compared to not using
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virtual simulation in improving clinical reasoning and learning satisfaction within two to four
months?
Literature Review
Methodology
Four of the eight selected studies conducted randomized control trials which are known
to have the least selection bias and best for demonstrating causality (Polit & Beck, 2017; Padilha
et al., 2019, Gu et al., 2017; Bayram & Caliskan, 2019; Liaw et al., 2015). Two studies
performed quasi-experimental trials that lack randomizing participants but provide substantial
baseline data (Polit & Beck, 2017; Wright et al., 2018; Samosorn, Gilbert, Bauman, Khine, &
McGonigle, 2020). Koivisto, Multisilta, Niemi, Katajitso, and Eriksson (2016) conducted a
university in Singapore. Dang and Dearholt (2017) rank research designs into three evidence
levels: randomized control trials as level I, quasi-experimental as level II, and cross-sectional
descriptive study and the self-reported questionnaire as level III. Randomized control trials are
ranked as the strongest evidence level, quasi-experimental as the second strongest, and the cross-
sectional study and questionnaire as the third strongest (Polit & Beck, 2017).
Virtual Reality Simulators. All four articles similarly defined virtual reality as digital
replications of hospital settings that individuals can interact with dynamic life-like patient
scenarios to display their clinical knowledge and skill (Padilha et al., 2019; Gu et al., 2017;
Wright et al., 2018; Samosorn et al., 2019;). The four articles discuss that all virtual reality
simulators were platformed for computers (Padilha et al., 2019; Gu et al., 2017; Wright et al.,
2018; Samosorn et al., 2020). Virtual reality simulators are mainstreamed such as vSIM or
alternative virtual reality simulators created by university computer-expert staff (Padhila et al.,
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2019; Gu et al., 2017; Wright et al., 2018). There are no direct comparisons between mainstream
virtual reality simulators and alternative virtual reality simulators. Wright et al. (2018) states that
vSIM is supported by three reputable organizations such as Laerdal Medical, National League
Gaming Simulators. Gaming simulators was similarly defined as virtual simulators that
allowed individuals to learn, explore, and compete against time, others, and themselves (Chia
2013; Koivisto et al., 2016; Bayram & Caliskan, 2019). Bayram and Caliskan (2019) explain that
gaming simulators are platformed for computer or cellphone application. Chia (2013) and
Kovisito et al. (2016) utilized computer gaming simulators while Bayram and Caliskan (2019)
utilized a cellphone gaming simulator. There are no direct comparisons between computer
gaming simulators and cellphone gaming simulators. Cellphone gaming simulators allow
individuals to play at any place and time, however; Bayram and Caliskan (2019) reported a slight
multimedia technology that includes text, video, and audio to create clinical environments that
individuals can perform real-life nursing tasks. Web-based simulators can be utilized by various
platforms that have internet connection capability (Liaw et al., 2015). There are no other selected
articles that use web-based simulators to compare against. Liaw et al. (2015) states that web-
more benefits than mannequin-based simulations such as schedule flexibility, train larger nursing
cohorts, easily repeatable than mannequin-base simulations, and require less financial and
Sampling
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All sampling sites were performed at technical nursing schools, college, and university
campuses. Polit and Beck (2017) emphasize the importance of selecting sample sites that include
adequate sample numbers and diversity to ensuring research goals. Polit and Beck (2017) explain
that site selection is important for maintaining research goals and ethical requirements. Two
studies were performed at two universities that result in better generalizability (Polit & Beck,
All eight of the studies had a sample population of nursing students that varied among
grade levels, beginning from first year undergraduate students to second year graduate students.
Koivisto et al. (2016) and Liaw et al. (2015) reported the age of the majority was in their early
twenties. Differences in the sample population are difficult to compare, although; majority of the
The population sample size ranges from 21 to 166 nursing students. Polit & Beck (2017)
discusses that larger sample sizes improve validity. Majority of the studies calculated and
complied with sample size requirements and sample significance. Bayram and Caliskin (2019)
included an inclusion and exclusion criteria. According to Polit & Beck (2017), eligibility
Research Findings
Six of the eight studies calculated their results to be statistically significant (P < 0.05).
significance between the independent variable and multiple dependent variables (Polit & Beck,
2017; Padilha et al., 2019; Kovisto et al., 2016; Liaw et al., 2015).Two of the studies scored a
higher range of Cronbach’s alpha that ranged from 0.97 to 1.33, indicating that the measuring
instruments had higher internal consistency (Polit & Beck, 2017; Padilha et al., 2019; Liaw et al.,
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2015). Liaw et al. (2015) scored an interrater reliability (ICC) of 0.98 that indicates a high
agreement between judges using the same instruments as explained by Polit and Beck (2017).
All virtual reality studies discussed positive results with the use of virtual reality
simulators. Padilha et al. (2019) found positive results of virtual reality simulation for increasing
knowledge retention and learning satisfaction. Gu et al. (2017) discussed that the experimental
group utilizing virtual reality scored higher for a knowledge test compared to the control group.
Wright et al. (2018) reported three positive results of virtual reality simulation from their survey
question, 90 percent of students agreed that virtual simulation challenged their knowledge and
that it was a helpful tool, and 74 percent of students agreed that virtual simulation was easy to
use. Samosorn et al. (2020) describe nursing students post-test scores were significantly higher
with virtual reality simulators with a 100% increase of average scores and an effect size of 2.33.
Studies for gaming and web-based simulators highlighted positive results. Bayram and
Caliskan (2019) discuss that the gaming experimental group scored higher than the control group
in skills performances, inner cannula skill, and peristomal care. Koivisto et al. (2016) explained
strong correlations for gaming simulator in identifying problems and setting goals, in addition to
the application of nursing knowledge and problem identification. The authors reported that
students felt safe in making mistakes with the gaming simulator (Koivisto et al., 2016). Chia
(2013) listed findings of the self-reported questionnaire for over 90 percent in learning
satisfaction, clinical confidence, and knowledge retention with a gaming simulator. Liaw et al.
(2015) reported higher post test scores for the clinical performance compared the pretest score
and for the experimental group over the control group by students using a web-based simulator.
Several major limitations exist with all eight studies. Five out of the eight studies were
conducted at one university site, which results in a decrease of generalizability (Polit & Beck,
2017). Three of the studies calculated a higher number and percentage of female nursing students
compared to male nursing students (Padilha et al., 2019; Samosorn et al., 2020; Liaw et al.,
2015). As stated by Polit & Beck (2017), sample populations that are highly or strictly
homogeneous limit generalizability. One study listed that over half of sample population was
between the ages of 21-25 and that a major age demographic will decrease generalizability (Polit
All eight of the studies were conducted by nurses to improve nursing education. Seven of
the eight studies conducted were within five years except for one study that was conducted
within 2013 (Chia, 2013). Three studies performed a pretest-posttest design that increases
internal validity but causes external validity to decrease (Polit & Beck, 2017; Padilha et al.,
2019; Samosorn et al., 2020; Liaw et al., 2015). Gu et al. (2017) and Wright et al. (2018)
performed their studies with a posttest design, according to Polit and Beck (2017), a major
disadvantage with this design is that causation cannot be established due to the lack of pretesting.
However, the two research designs provide baseline data for further research designs such as the
Solomon Four Group Design, which provides full control over experimental variables that result
in more accurate results and findings for virtual simulation (Shuttleworth, 2020).
simulation on nursing students’ education. Padilha et al. (2019) suggested that virtual simulation
be researched in other educational fields. Few studies advised further research on their virtual
simulation type with other educational methods or tools. Future nursing research should directly
Conclusion
Overall, this paper reviewed the effects of virtual simulation on nursing education. The
studies varied in research methodologies, sampling, key findings, and limitations. However, all
three types of virtual simulation had a positive impact on nursing education. Future research on
virtual simulation should be researched with other educational fields, tools, and directly compare
the effectiveness of each virtual simulation type. All eight studies provide framework for future
research, clinical implications, and evidence-based practice with the PICOT intervention.
Clinical Implications
This paper will discuss clinical implications to the following PICOT question: For second
year undergraduate and graduate nursing students, what is the effect of nursing education with
virtual simulation compared to not using virtual simulation in improving clinical reasoning and
learning satisfaction within two to four months? Research studies from the literature review will
be applied for the implementation of changes within nursing education of clinical knowledge and
retention. Dearholt and Dang (2017) rank randomized control trails as level I, quasi-experimental
as level II, and cross-sectional/survey as level III while Polit & Beck (2017) rank randomized
control trials as level II, quasi-experimental as level III, and cross-sectional/survey as level VI.
Majority of the research studies were randomized control trials and quasi-experimental which
provide substantial data and information (Polit & Beck, 2017). The purpose of this paper is to
implement and discuss a virtual simulation intervention for nursing education, evidence and
literature.
Key Findings
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Padilha et al. (2019) and Samosorn et al. (2020) reported positive findings of higher post
test scores, knowledge retention, learning satisfaction with customized (alternative) virtual
reality. Gu et al. (2017) and Wright et al. (2018) discussed a mainstream virtual reality simulator,
vSim, had a positive impact on knowledge, was easy to use, and found to be a helpful tool.
Virtual gaming simulations improved clinical skills, identifying problems, setting goals, and
applying nursing knowledge (Bayram & Caliskan, 2019; Koivisto et al., 2019). Chia (2013)
highlighted her findings of the self-reported questionnaires for virtual gaming simulation to
improve learning satisfaction, clinical confidence, and knowledge retention. Liaw et al. (2015)
explained a higher clinical performance score for nursing students utilizing a web-based
simulator.
Implementation Plan
Virtual reality simulation. The virtual reality simulation that will be modeled after the
mainstream brand known as vSim. Authors such as Gu et al. (2017) and Wright et al. (2018)
utilized vSim for their studies with positive success and Wright et al. (2018) mentions that vSim
is founded and maintained by three organizations: Laerdal Medical, National League for
Nursing, and Wolters Kluwer. According to Wolter Kluwer (2015), the expertise of the three
organizations include the integration of solutions with student nursing curriculum (Wolter
Kluwer), expertise in medical simulation (Laerdal Medical), and best in-class solutions for
nursing curriculum (National League for Nursing). The three-way partnership ensures that vSim
content prepares nursing students for their clinical opportunities and continue to expand and
adapt their simulators for all areas of nursing (Wolter Kluwer, 2015).
Nursing students and nursing educators should be involved with key stakeholders such as
the Nursing Department Chair, Deans of Nursing, and Nursing Financial Officers to
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incorporating vSim into the nursing curriculum. Gu et al. (2017) emphasized the significance of
vSim for nursing students needing to remediate for missed clinicals and Padilha et al. (2019)
highlights that virtual reality simulators help prepare nursing students for future clinical skills
and reasoning. Professor Tade, a clinical instructor at Azusa Pacific University provided
information that National University has an online virtual reality simulator through the
Assessment Technologies Institute (ATI) to help their nursing students have better clinical
confidence and reasoning. Virtual reality simulators such as vSim can be highly beneficial when
nursing students are not able to attend a clinical rotation due to external influences such as the
quarantining process of the Coronavirus (COVID-19). Wolter Kluwer (2015) states that vSim
allow students to make clinical decisions without the need for instructors needing to be present
and allow instructors to completely keep track of their students’ progress and performances.
The plan to implement virtual reality simulator begins with a day dedicated to learning
the basic functions of Medical-Surgical vSim. Second-year nursing students will utilize Medical-
Surgical vSim for one hour, once a week, and for a length of four months. Clinical knowledge
retention will be one of the two primary outcomes measured with a pretest and posttest that
consist of ten questions that have true-false and multiple-choice questions. The pretest will be
administered the week after nursing students learn the basic functions of vSim and the posttest
will be given at the end of the fourth month. Learning satisfaction will be the other primary
outcome that will be measured with a 5-point Lickert scale composed of five questions that
Barriers to Implementation
implementing vSim. According to Wolters Kluwer (2020), the price for Medical-Surgical vSim
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is $99.95 which can be fairly expensive for students or nursing schools to afford. Tech-X
Corporation (2019) discusses that vSim can operate on older Windows platform such as
Windows 7 and Windows 8 but runs optimally with 3D Graphics with Windows 10. Other
system requirements involve having the latest graphic drivers, 1.2 Gigabytes free space, and
having a minimum monitor resolution of 1280x80 as part of the user interface becomes cut off
the screen (Tech-X Corporation, 2019). Nursing students will need basic technical computer
skills to install and operate vSim or require other individuals to help them with the installation
process.
Virtual simulation is beneficial for nursing education but requires ethical considerations.
According to Baumann, Sharoff, and Penalo (2018), virtual simulations promotes beneficence on
a global scale. Beauchamp and Childress (2013) discuss that the principle of beneficence
encompasses the respecting of others’ dignities at an individual, societal, national, and global
level. Virtual simulation can be programmed to include patient scenarios that require medical
care and bioethics consideration (Baumann et al., 2018). Baumann et al. (2018) explain that
virtual simulation programs incorporate nursing students to identify and respect physical,
Matthew, Brewer, Crist, and Poedel (2017) describe the integration of cultural
competency and virtual simulation. Their study involved selective recruiting within the medical
community to create criteria for cultural competency (Matthew et al., 2017). Medical
professionals such as nursing educators and nursing students had to assess a virtual patient and
make culturally competent decisions for five clinical scenarios (Matthew et al., 2017). Matthew
et al (2017) reported that virtual simulation can promote culture competencies for nursing
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students. The authors concluded that the promotion of cultural competency not only apply for
nursing students but the nursing workface as well (Matthew et al., 2017).
Virtual reality simulation provides spiritual care for individuals at end of life care
(Osborne, 2017). Osborne (2017) stated that the National Health Service in the United Kingdom
lacks necessary resources to providing comfortable care. One British hospice, Loros, has funded
charities for virtual reality equipment to be used by those at end of life. Osborne (2017)
illustrates that virtual reality simulations help individuals to revisit memorable experiences,
places, or explore new areas that were limited to their severe illness or disease. The author’s final
statement is that virtual reality simulators allow end of life individuals to enjoy experiences that
Nursing within modern society has increasingly depended upon technology to help
prepare nursing students for their future roles in the clinical and hospital settings. Researchers
have no direct comparison of the most useful virtual simulation type for nursing students. Direct
comparison between all different virtual simulation is needed for future research. The
significance of finding the most useful virtual simulation type can impact the nursing student’s
opportunities to learn, for example on or off campus, and how effective nursing students are at
retaining knowledge and learning satisfaction. Authors such as Padilha et al. (2019) and Liaw et
al. (2015) state that future research need to investigate virtual simulation over a longer period of
time.
Conclusion
Overall, the research studies from the literature review provide positive findings for the
will be highly beneficial for the clinical aspect of nursing education. Virtual simulation is a
unique solution for nursing faculty and students in dealing with limited clinical opportunities.
Past, current, and future research can continually improve evidence-based practice for nursing
References
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adult health nursing course: A multisite pilot study. Computers, Informatics, Nursing,
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