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Nursing Students’ Perceptions of the Metaverse in Nursing Education and Associated Factors: A Cross-Sectional Study

This cross-sectional study of 715 nursing students reveals generally positive perceptions of the metaverse in nursing education, particularly regarding its educational potential, with more favorable views significantly associated with prior digital experience, familiarity with immersive technologies, and specific sociodemographic factors.

Original authors: Çiğdem Gamze ÖZKAN, Gülay SAVAŞ, Meryem AVCİ

Published 2026-06-24
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Original authors: Çiğdem Gamze ÖZKAN, Gülay SAVAŞ, Meryem AVCİ

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine nursing school as a massive training ground where students learn to become doctors of the heart and mind. For years, they've used mannequins and role-playing to practice. But recently, a new, high-tech "training ground" has appeared called the Metaverse. Think of the Metaverse not just as a video game, but as a giant, shared digital playground where you can walk around, talk to people, and practice skills using special avatars, all while wearing a headset or looking at a screen.

This research paper is like a survey taken by 715 nursing students to ask: "What do you think about this new digital playground, and does your background change how you see it?"

Here is the breakdown of their findings, translated into everyday language:

1. The General Vibe: "We Like It!"

The students' overall opinion of the Metaverse in nursing school is positive.

  • The Score: On a scale where the middle is "okay," the students scored an 83 out of 120. That's a solid "B+" or "A-."
  • The Favorite Part: They loved the "Education" aspect the most. They see the Metaverse as a super-powered classroom where they can learn things that are hard to learn in real life.
  • The Least Favorite Part: They were least worried about the "Challenges." This means they didn't think it would be too hard to use or full of problems. In fact, they were so optimistic that they barely saw the hurdles.

2. The "Video Game" Effect

The study found that your history with technology acts like a key that unlocks a better understanding of the Metaverse.

  • The Gamers: Students who played computer games had a much more positive view. It's like if you've already learned to ride a bicycle; getting on a motorcycle feels easier and more exciting than if you've never ridden anything before.
  • The Veterans: Students who had already tried Virtual Reality (VR) or knew what the Metaverse was, saw it as a helpful tool. Those who had never heard of it were a bit more skeptical or just didn't see the point yet.
  • The Takeaway: If you've played in the digital sandbox before, you're more likely to think the Metaverse is a great place to learn nursing.

3. The "School Year" Factor

It turns out, older students (those in their 2nd, 3rd, and 4th years) liked the idea more than the brand-new freshmen.

  • Why? As students get older, they have more real-world experience. They know that sometimes, real hospitals are too busy, too dangerous, or too strict to practice certain skills. They realized that the Metaverse could be a safe "practice zone" for those tricky situations. The freshmen, who are just starting, hadn't hit those roadblocks yet, so they were less convinced of its immediate need.

4. The "Family and Home" Connection

The study also looked at the students' lives outside of school.

  • Living Arrangements: Students living with their families or in dorms had slightly different views than those in private housing, suggesting that your daily environment shapes how you see new tech.
  • Mom's Education: Interestingly, the level of education the students' mothers had played a role. Students whose mothers had higher education levels tended to have more positive views of the Metaverse. It's as if growing up in a home that values learning made them more open to new ways of learning.

5. What They Actually Said (The "Why")

  • The Good: They see it as a way to bridge the gap between reading a textbook and actually doing the job. It's like having a flight simulator for nurses.
  • The Bad (or rather, the "Challenges"): Even though they scored this low, it means they didn't feel overwhelmed by the technology. They didn't think it was too complicated or scary.

The Bottom Line

The paper concludes that nursing students are ready and willing to try the Metaverse, especially for learning. However, their enthusiasm depends heavily on whether they have played with similar tech before (like games or VR) and whether they have enough experience in nursing to know why they need it.

In short: The students think the Metaverse is a cool, useful tool for school, but they need a little bit of familiarity with the technology to fully appreciate it. If you've never touched a VR headset, you might just see a weird gadget; if you've played with one, you see a powerful classroom.

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