Using 360-Degree Interactive Video for Bleeding First Aid in Nursing Education: Effects on Knowledge, Self-Efficacy, and Learning Experience
The goal of this clinical trial is to learn if a 360-degree interactive virtual reality (VR) video simulation works to improve first aid knowledge, knowledge retention, and self-efficacy in stopping severe bleeding among first-year undergraduate nursing students. The main questions the study aims to answer are:
* Does experiencing the interactive VR video simulation increase students' knowledge of bleeding first aid?
* Does the VR video simulation increase students' long-term retention of first aid knowledge?
* Does the VR video simulation improve students' self-efficacy in bleeding first aid? Researchers compared four groups using a Solomon four-group design to evaluate the effectiveness of the VR simulation, while also testing whether taking a pre-test affected the final outcomes.
Participants:
* Completed an introductory survey and possibly a baseline test measuring first aid knowledge and self-efficacy.
* Attended a 1-hour standard classroom lecture about first aid for bleeding.
* (Intervention groups only) Completed a 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which required answering 7 clinical decision-making questions.
* Completed follow-up tests 4 weeks and 8 weeks after the training to measure their bleeding first aid knowledge and self-efficacy.
First Aid, Hemorrhage, Nursing Education, Self-Efficacy, Virtual Reality