TY - JOUR T1 - Hemşirelik Birinci Sınıf Öğrencilerinin Sanal Oyun Simülasyonlarını Kullanma Deneyimleri: Nitel Bir Çalışma TT - Nursing First Grade Students’ Experiences Using Virtual Game Simulations: A Qualitative Study AU - Ordu, Yadigar AU - Çalışkan, Nurcan PY - 2025 DA - January DO - 10.46483/jnef.1620897 JF - Etkili Hemşirelik Dergisi JO - JNEF PB - Dokuz Eylul University WT - DergiPark SN - 2980-3527 SP - 32 EP - 45 VL - 18 IS - 1 LA - tr AB - Giriş: Sanal oyun simülasyonu, hemşirelik öğrencilerinin bilgi ve becerilerini geliştirmek için kullanılan iki boyutlu bilgisayar oyunudur. Bu araştırma, sanal oyun simülasyonlarını kullanmaya ilişkin hemşirelik birinci sınıf öğrencilerinin görüşlerinin belirlenmesi amacıyla gerçekleştirilmiştir. Amaç: Bu araştırma, sanal oyun simülasyonlarını kullanmaya ilişkin hemşirelik birinci sınıf öğrencilerinin görüşlerinin belirlenmesi amacıyla gerçekleştirilmiştir.Yöntem: Collazzi’nin fenomenolojik deseni ve amaçlı örnekleme yöntemiyle Nisan–Mayıs 2022’de gerçekleştirilen araştırmamıza Türkiye’de bir devlet üniversitesinin Hemşirelik Bölümüne devam eden 51 birinci sınıf öğrencisi katılmıştır. Verilerin toplanmasında, “Öğrenci Bilgi Formu” ve “Yarı Yapılandırılmış Odak Grup Görüşmesi Formu” kullanılmıştır. Görüşmeler, yüz yüze gerçekleştirilmiş, veriler içerik analizi yöntemiyle ve MAXQDA 2020 yazılımıyla analiz edilmiştir. Yazarlar, çalışma boyunca COREQ kontrol listesini takip etmiştir.Bulgular: Öğrencilerin 37’si kadın, 14’ü erkek, %78.5’i Anadolu Lisesi mezunu ve yaş ortalamaları 19.00±1.26’dır. Görüşme analizlerinden beş kategori, 10 alt kategori ve 29 kod elde edilmiştir. Belirlenen kategoriler: (1) Sanal oyun simülasyonlarını oynarken hissedilenler; (2) Sanal oyun simülasyonlarını diğer derslerde kullanma; (3) Sanal oyun simülasyonlarındaki videolar hakkındaki görüşler; (4) Sanal oyun simülasyonlarının öğrencilerin gelişime etkisi; (5) Sanal oyun simülasyonlarını geliştirmeye yönelik öneriler.Sonuç: Öğrenciler, sanal oyunların öğrenme sürecini ve deneyimsel öğrenmeyi etkilediğini, oyunları teorik ve uygulamalı derslerde kullanmak istediklerini belirtmişlerdir. Sanal oyun videoları hakkında olumlu ve olumsuz görüşler ifade etmişlerdir. Sanal oyunların mesleki ve bireysel kimliği etkilediğini belirtmişler, sanal oyunları geliştirmeye yönelik oyunun kapsamı ve teknik açıdan önerilerde bulunmuşlardır. Bu doğrultuda, sanal oyun simülasyonlarına yönelik farklı sınıflardaki öğrencilerin görüşlerinin alınması önerilmektedir. Ayrıca, klinik uygulamalara katkı sağlaması açısından da sanal oyunlar kullanılabilir. KW - Hemşirelik Eğitimi KW - Hemşirelik Öğrencileri KW - Sanal Oyun Simülasyonu N2 - Background: Virtual game simulation is a two-dimensional computer game used to improve the knowledge and skills of nursing students. This research was conducted to determine the opinions of first-year nursing students about using virtual game simulations.Objectives: This research was conducted to determine the opinions of first-year nursing students about using virtual game simulations.Methods: 51 first-year students attending the Nursing Department of a state university in Turkey participated in our research, which was carried out in April-May 2022 with Collazzi’s phenomenological design and purposive sampling method. “Student Information Form” and “Semi-Structured Focus Group Interview Form” were used to collect data. The interviews were conducted face to face and the data were analyzed with the content analysis method and MAXQDA 2020 software. The authors followed the COREQ checklist throughout the study.Results: 37 of the students are female, 14 are male, 78.5% of them are Anatolian High School graduates and their average age is 19.00±1.26. Five categories, 10 subcategories and 29 codes were obtained from interview analysis. The categories identified are: (1) Feelings while playing virtual game simulations; (2) Using virtual game simulations in other courses (3) Opinions about videos in virtual game simulations; (4) The effect of virtual game simulations on students’ development; (5) Suggestions for improving virtual game simulations.Conclusion: Students stated that virtual games affected the learning process and experiential learning and that they wanted to use the games in theoretical and applied courses. They expressed positive and negative opinions about virtual game videos. 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