Virtual Reality Simulation in Undergraduate Health Care Education Programs: Usability Study.

IF 3.2 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Gry Mørk, Tore Bonsaksen, Ole Sønnik Larsen, Hans Martin Kunnikoff, Silje Stangeland Lie
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Abstract

Background: Virtual reality (VR) is increasingly being used in higher education for clinical skills training and role-playing among health care students. Using 360° videos in VR headsets, followed by peer debrief and group discussions, may strengthen students' social and emotional learning.

Objective: This study aimed to explore student-perceived usability of VR simulation in three health care education programs in Norway.

Methods: Students from one university participated in a VR simulation program. Of these, students in social education (n=74), nursing (n=45), and occupational therapy (n=27) completed a questionnaire asking about their perceptions of the usability of the VR simulation and the related learning activities. Differences between groups of students were examined with Pearson chi-square tests and with 1-way ANOVA. Qualitative content analysis was used to analyze data from open-ended questions.

Results: The nursing students were most satisfied with the usability of the VR simulation, while the occupational therapy students were least satisfied. The nursing students had more often prior experience from using VR technology (60%), while occupational therapy students less often had prior experience (37%). Nevertheless, high mean scores indicated that the students experienced the VR simulation and the related learning activities as very useful. The results also showed that by using realistic scenarios in VR simulation, health care students can be prepared for complex clinical situations in a safe environment. Also, group debriefing sessions are a vital part of the learning process that enhance active involvement with peers.

Conclusions: VR simulation has promise and potential as a pedagogical tool in health care education, especially for training soft skills relevant for clinical practice, such as communication, decision-making, time management, and critical thinking.

本科医疗保健教育课程中的虚拟现实模拟:可用性研究
背景:虚拟现实(VR)越来越多地应用于高等教育中的临床技能培训和医护学生的角色扮演。在 VR 头显中使用 360° 视频,然后进行同伴汇报和小组讨论,可以加强学生的社会和情感学习:本研究旨在探讨挪威三个医疗保健教育项目中学生对 VR 模拟可用性的看法:方法:一所大学的学生参加了VR模拟项目。其中,社会教育专业(74人)、护理专业(45人)和职业治疗专业(27人)的学生填写了一份调查问卷,询问他们对VR模拟和相关学习活动可用性的看法。采用皮尔逊卡方检验和单因素方差分析来检验学生组间的差异。定性内容分析法用于分析开放式问题中的数据:结果:护理专业学生对 VR 模拟的可用性最为满意,而职业治疗专业学生的满意度最低。护理专业的学生更经常使用 VR 技术(60%),而职业治疗专业的学生则较少使用(37%)。尽管如此,高平均分表明学生们认为 VR 模拟和相关学习活动非常有用。结果还显示,通过在 VR 模拟中使用逼真的场景,医护学生可以在安全的环境中为复杂的临床情况做好准备。此外,小组汇报环节也是学习过程中的重要组成部分,能增强学生与同伴的积极参与:VR模拟作为医疗保健教育的一种教学工具,特别是在培训与临床实践相关的软技能(如沟通、决策、时间管理和批判性思维)方面,具有广阔的前景和潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Medical Education
JMIR Medical Education Social Sciences-Education
CiteScore
6.90
自引率
5.60%
发文量
54
审稿时长
8 weeks
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