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28 Copyright SLACK Incorporated
V
irtual reality technology is
being used increasingly in
health care education and
practice. Virtual technology incorpo-
rates graphics, sounds, and other senso-
ry input to create a computer-generated
world in which the user can interact.
A sense of presence, or seeming to
experience real stimuli, is important for
a successful program (Gregg & Tarrier,
2007, p. 343). Virtual worlds such as
Second Life
(SL) virtual simulation program in the classroom setting. Survey results will help them make changes to this teaching
strategy that will ensure optimal learning. All answers will be condential and will not be used outside of this educational
evaluation. Please check the box next to the answer that you choose.
DEMOGRAPHIC CHARACTERISTICS
1. What is your gender?
_____ Male _____ Female
2. To which ethnic group do you belong?
_____ American Indian or Alaska Native _____ Asian
_____ Black or African American _____ Native Hawaiian or Pacic Islander
_____ White (Caucasian) _____ Other
_____ Do not wish to respond
3. What was your age on your last birthday? _____
4. What year (level/status) are you currently in?
_____ First year (sophomore)
_____ Second year (junior)
_____ Third year (senior)
5. What is the highest level of education you have completed to date?
_____ Some college training _____ Associate degree
_____ Bachelors degree _____ Graduate degree
6. Before this class, have you used SL simulation?
_____ Yes _____ No
7. Before this class, have you used computer simulation?
_____ Yes _____ No
8. Before this class, have you used avatars, such as in video or computer games?
_____ Yes _____ No
9. What computer did you use to access SL simulation in this course?
_____ Home computer _____ College of Nursing computer
_____ Another university computer _____ Other
10. If you used a home computer, what is its age?
_____ Less than 1 year old _____ 1 to 2 years
_____ 2 to 5 years _____ Older than 5 years
Figure 4. Second Life simulation evaluation survey.
l to ass
ill help
will not
1. What is your gender?
_____ Male _____ Female
Thank you for taking the time to ll out this survey. Your input has the potentia
Life
experience 1 (0.8)
TABLE 2
MEANS FOR EDUCATIONAL EFFECTIVENESS AND TECHNICAL
DIFFICULTY OF SECOND LIFE
SIMULATION
Educational Eectiveness Technical Diculty
Group Mean (Median) Mean (Median)
Fall I 29.35 (30) 22.24 (21)
Fall II 25.94 (27) 24.5 (24.5)
Spring I 20.55 (22) 28.57 (28)
Spring II 19.65 (21) 26 (26)
Combined 22.22 (22.5) 26.33 (25)
e
8
Sex
Female 105 (83)
Male 21 (17)
TABLE 1
DEMOGRAPHIC CHARACTERISTICS OF THE SAMPLE N = 126 N
Characteristic Mean (SD), Range
Age (years) 26.05 (7.2), 20 to 58
n (%)
34 Copyright SLACK Incorporated
Data Analysis
Quantitative data analysis was per-
formed using SPSS version 19.0. De-
scriptive statistics were used to provide
information about demographic char-
acteristics of the sample as well as the
students perceptions of the simulation.
Educational effectiveness and technical
difculty were described by percentages
of student responses to the Likert scale
ratings. Correlations were conducted as
well to determine whether a signicant
relationship existed between perceived
educational effectiveness and perceived
technical difculty, between age of com-
puter and perceived educational effec-
tiveness, and between age of student and
perceived technical difculty. Qualita-
tive data were gathered through the use
of open-ended questions.
One hundred twenty-six students
participated in the study. The typical
participant was female, Caucasian, with
previous college education or a bach-
elors degree in another eld. She may
have used virtual simulation and an
avatar before but had not used SL before
this course. Demographic data are sum-
marized in Table 1.
FINDINGS
One students responses were ex-
cluded from the analysis because he
told the researcher he had deliberately
skewed his survey responses (and this
was borne out by review of what he had
submitted). Otherwise, 100% of eligible
students chose to participate and were
included in data analysis. Means for
educational effectiveness and technical
difculty were calculated for the total
sample, as well as for each semester and
each rotation (Table 2). Educational ef-
fectiveness scores had a possible range
of 9 to 36, with higher scores indicating
greater effectiveness. The mean for the
total sample was 22.22. Technical dif-
culty scores had a possible range of 14 to
56, with higher scores indicating greater
difculty. The mean for the total sample
was 26.33.
Results indicated that SL simula-
tion is moderately effective as a teach-
ing strategy (Research Question 1). The
total group mean decreased to approxi-
mately the 60th percentile of possible
educational effectiveness. SL simulation
is also slightly difcult as a technical pro-
gram (Research Question 2). The total
group mean decreased to the 27th per-
centile of possible technical difculty.
Correlations were performed us-
ing Pearsons r to determine degree of
relationship between educational ef-
fectiveness and technical difculty. A
signicant negative relationship was
found (r = 0.472; p < 0.01); thus, if the
student perceived technical difculty to
be greater, he or she perceived less edu-
cational benet. Another signicant,
weaker relationship found was between
age of computer and educational effec-
tiveness (r = 0.188, p < 0.05). Those
with older computers tended to rate
the simulation as less educationally ef-
fective. Finally, correlations were per-
formed to determine whether age was a
factor in perceived technical difculty,
as some research has suggested older stu-
dents may be more challenged by tech-
nology. No signicant relationship was
found; therefore, age was not a factor in
students perception of technical dif-
culty in this SL simulation.
Responses to the open-ended ques-
tions were reviewed by the researchers
and indicated that students identied
several benets of the SL activity. Some
of the aspects they most liked included
the opportunity to conduct a home
health assessment without the potential
safety risks (n = 16). The real-life aspect
of the simulation was enjoyable, requir-
ing quick thinking (n = 11). Some par-
ticipants liked that the simulation was
different than other class assignments
(n = 11). Others liked the focus on com-
munication skills (n = 6), ability to work
from home (n = 4), and ability to save
and review the interaction (n = 4).
Students also identied several nega-
tive aspects of the SL simulation. Things
that they liked least included difculties
in creating and dressing an avatar (n =
17) and maneuvering around the SL
world (n = 12). Some found the pro-
gram time consuming and difcult to set
up (n = 8). During the interaction with
the client, participants disliked waiting
for the instructor to type her response
(n = 7) and did not enjoy the virtual set-
ting, stating the program was not real
(n = 5). The majority of students citing
negative aspects stated avatars took too
much time to create or that they expe-
rienced technical difculties. This was
consistent with previous research about
SL, noting technical issues as a promi-
nent complaint (Gallagher-Lepak et al.,
2009; Inman et al., 2010; Kokol et al.,
2006). One student suggested that pro-
viding the students with readymade ava-
tars would increase effectiveness. Others
found there was not enough time to tour
the house, look at its contents, and have
a sufcient conversation with the client.
I was too rushed and could not multi-
task quick enough, one student stated.
Some students found the experience
inferior to real-life interaction, naming
frustrations such as not being able to
read avatar facial expressions adequately
or not taking the exercise seriously (In-
man et al, 2010).
DISCUSSION
Overall, results suggested that par-
ticipants found the SL simulation to be
a moderately effective teaching strategy
and a slightly difcult technical program.
This study has
important
implications for
mental health nursing
educators who
face challenges of
obtaining safe and
suitable clinical sites,
as well as shortages
of qualied nursing
instructors.
mately
educat
is also s
gram (
group
centile
Cor
ing Pearsons r to determine degree of r
relationship between educational ef- ff
fectiveness and technical difculty. A
signicant negative relationship was
of the simulation was enjoyable, requir-
ing quick thinking (n = 11). Some par n -
ticipants liked that the simulation was
different than other class assignments
y the 60th percentile of possible
tional effectiveness. SL simulation
slightly difcult as a technical pro-
(Research Question 2). The total
mean decreased to the 27th per-
e of possible technical difculty.
rrelations were performed us-
d i d f
tions were reviewed by the researchers
and indicated that students identied
several benets of the SL activity. Some
of the aspects they most liked included
the opportunity to conduct a home
health assessment without the potential
safety risks (n = 16). The real-life aspect n
f h i l i j bl i
35 1OUPNAL OP PSCHOSOC|AL NUPS|NG - vOL. 50, NO. 7, 20l2
Participants found both positive and
negative aspects about the program. In
this sample, no correlations were found
between sex, age, previous education, or
prior computer simulation use and per-
ceived educational effectiveness and per-
ceived technical difculty. Results of this
study were not consistent with previous
research demonstrating moderate corre-
lation between younger age and overall
satisfaction with the program (Cobb,
Heaney, Corcoran, & Henderson-Begg,
2009), but mean student age in this
sample was older than that in Cobb et
al.s (2009) study. Another notable nd-
ing was the correlation between educa-
tional effectiveness and computer age,
suggesting older computers led to more
technical problems and less satisfaction
with the simulation. Participants had
to learn how to navigate and maneuver
around the virtual world, which could
be frustrating at times, especially when
instructors were also unfamiliar with the
program.
Positive aspects were educational in
nature, including the ability to conduct
a home visit in a safe atmosphere, where
mistakes could be made without conse-
quence. In SL, students could explore
homes and interact with clients without
fear of harming or being harmed by the
patient. Virtual reality in health care
may help decrease anxiety and promote
new skill competence, cooperation, and
collaboration (Hansen, Murray, & Erd-
ley, 2009; Kilmon et al., 2010). Many
students found the program realistic and
enjoyed thinking on [their] feet. Also,
saving, printing, and discussing the in-
teraction during a debrieng session
with faculty increased learning, allowing
the student to critique communication
skills. Computer-based experiences may
be easier to schedule than traditional
clinical experiences requiring multiple
instructors or standardized patients
(Kilmon et al., 2010).
It is interesting to note that group
means for educational effectiveness
decreased throughout the study. Fall
I rotation means were highest (29.35,
with perceived effectiveness falling in
the 88th percentile), with Spring II
means lowest (19.65, 50th percentile).
Spring semester means overall may
have been inuenced by the inclusion
of part-time instructors less familiar
and comfortable with SL. Spring II
means may also have been inuenced
by attitudes of students eager for sum-
mer break; in addition, the majority
of this class was accelerated students
with heavy courseloads. The amount
of time required to set up SL may have
seemed more of a burden and inu-
enced their perceptions of educational
effectiveness.
STUDY LIMITATIONS
Limitations included use of a con-
venience sample with no control
group. The survey instrument was
newly developed for the study and
was not subjected to parametric test-
ing; thus, reliability and validity of
the instrument are uncertain. Data
collection methods may also have
had a negative inuence on survey
results. The survey was administered
in class after the nal examination,
which may have forced students to
answer the questions quickly due to
time restraints or because they wished
to leave sooner. Some items were un-
clear to students.
Finally, attitudes of faculty admin-
istering the SL simulation may have
inuenced students attitudes toward
the program. As faculty members
were new to SL, they may have been
lacking in condence and comfort
with technical aspects of the program
or the simulation design itself. In the
fall semester, the program was piloted
by lead course faculty, both of whom
had been actively engaged in concep-
tion and design of the simulation; in
the spring semester, part-time clinical
faculty were added. Part-time faculty
had not participated to any degree in
development of the simulation; they
may also have had difculty investing
the time required to master the pro-
gram. Any impact of faculty attitudes
may resolve as they become more
comfortable with the simulation.
IMPLICATIONS FOR MENTAL
HEALTH NURSING EDUCATION
This study has important implica-
tions for mental health nursing educa-
tors who face challenges of obtaining
safe and suitable clinical sites, as well as
shortages of qualied nursing instruc-
tors. SL simulation has great potential
for distance learning and could be fur-
ther developed for use in other nursing
courses. The study should be repeated
KEYPOINTS
Kidd, L.I., Knisley, S.J., & Morgan, K.I. (2012). Eectiveness of a Second Life Simulation
as a Teaching Strategy for Undergraduate Mental Health Nursing Students. Journal of
Psychosocial Nursing and Mental Health Services, 50(7), 28-37.
1. Virtual reality simulations in online worlds such as Second Life
(SL) can be
used to teach nursing students skills such as mental status assessment and
communication.
2. Mental health nursing undergraduate faculty developed a realistic simulation
that involved client avatars (instructors) in their home environments being
interviewed by student avatars.
3. Students surveyed rated the SL simulation as moderately eective as an
educational strategy and slightly dicult technically.
4. Positive aspects cited by students about the simulation were thinking on their
feet and being able to make mistakes without regard for consequences or
safety. Negative aspects included awkwardness with technical aspects and
insucient realism.
Do you agree with this article? Disagree? Have a comment or questions?
Send an e-mail to the Journal at jpn@healio.com.
of
used to teach nursing students skills such as mental status assessment and
communication.
2. Mental health nursing undergraduate faculty developed a realistic simulation
KEYPOINTS
Kidd, L.I., Knisley, S.J., & Morgan, K.I. (2012). Eectiveness of a Second Life Simulation
as a Teaching Strategy for Undergraduate Mental Health Nursing Students. Journal o
Psychosocial Nursing and Mental Health Services, 50(7), 28-37.
1. Virtual reality simulations in online worlds such as Second Life
(SL) can be
used to teach nursing students skills such as mental status assessment and
36 Copyright SLACK Incorporated
with a larger sample at this institution
and perhaps expanded to a multisite
design in future research. Technical
difculties experienced by students and
faculty members need to be resolved, as
this was signicantly related to student
perception of educational effective-
ness. The survey instrument should be
subjected to parametric testing. Most
important, future research could be
more rigorous, going beyond measuring
educational effectiveness based on stu-
dent perception to answering the more
important question of whether learning
outcomes were achieved.
Study results suggest the necessity
of training faculty to use the SL pro-
gram. While integrating virtual tech-
nology simulations into nursing cur-
riculum is exciting, educators and the
teaching presence they provide are an
essential element of both clinical and
simulation experiences. SL simulation
training needs to be made available to
nursing instructors to help them feel
comfortable with the new technology.
More training will also equip faculty to
design and facilitate curricular content
enhancing communication and critical
thinking. It is important that learning
activities are designed to closely con-
nect to course educational objectives
(Kokol et al., 2006).
Students also need time and practice
to feel comfortable with the program.
As implemented in the mental health
nursing course, students obtained an
avatar for a one-time interaction. This
may have seemed too much effort for
too little return. Development of social
presence and building online commu-
nity (more individuals than a dyad)
may require more interaction and col-
laboration to be effective (Garrison et
al., 2000). Some would argue that in-
teraction with an avatar could never
replace interaction with a live person;
therefore, maximum realism of the pro-
gram is essential to enable students to
feel comfortable with their avatars.
CONCLUSION
Results of this study suggest that ap-
plication of virtual technologies provides
a unique learning opportunity. With
growing student enrollments, faculty
shortages, diminishing clinical resourc-
es, and the private nature of communi-
cation and the therapeutic relationship,
SL simulation has real potential as an
effective tool for mental health nursing
educationaccessible, convenient, and
safe for skills experimentation.
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Inman, C., Wright, V.H., & Hartman, J.A. (2010).
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tion: A review of research. Journal of Interactive
Online Learning, 9, 44-63.
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(2009). Virtual worlds in health care higher
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Dr. Kidd is Assistant Professor of Nursing, and
Ms. Morgan is Senior Clinical Instructor, The Uni-
versity of Akron College of Nursing, Akron, and Ms.
Knisley is Sta Nurse, Summa Barberton Hospital,
Barberton, Ohio.
The authors disclose that they have no
signicant nancial interests in any product or class
of products discussed directly or indirectly in this
activity, including research support.
Address correspondence to Lori I. Kidd, PhD, RN,
CNS, Assistant Professor of Nursing, University of
Akron College of Nursing, 209 Carroll Street, Mary
Gladwin Hall Room 201-D, Akron, OH 44325-3701;
e-mail: kidd@uakron.edu.
Received: December 1, 2011
Accepted: May 16, 2012
Posted: June 15, 2012
doi:10.3928/02793695-20120605-04
a uniq
growin
shortag
es, and
cation
SL sim
effectiv
educationaccessible, convenient, and
safe for skills experimentation.
REFERENCES
Kameg, K., Mitchell, A.M., Clochesy, J., Howard,
V.M., & Suresky, J. (2009). Communication
and human patient simulation in psychiatric
nursing. Issues in Mental Health Nursing, 30,
que learning opportunity. With
ng student enrollments, faculty
ges, diminishing clinical resourc-
d the private nature of communi-
and the therapeutic relationship,
mulation has real potential as an
ve tool for mental health nursing
i ibl i d
Inman, C., Wright, V.H., & Hartman, J.A. (2010).
Use of Second Life in K-12 and higher educa-
tion: A review of research. Journal of Interactive
Online Learning, 9, 44-63.
Johnson, C.M., Vorderstrasse, A.A., & Shaw, R.
(2009). Virtual worlds in health care higher
education. Journal of Virtual Worlds Research,
2(2), 3-12. Retrieved from http://journals.tdl.
org/jvwr/article/view/699
K K M h ll AM Cl h J H d
37 1OUPNAL OP PSCHOSOC|AL NUPS|NG - vOL. 50, NO. 7, 20l2
Reproducedwithpermissionofthecopyrightowner. Furtherreproductionprohibitedwithoutpermission.