Using Rapid Design Thinking to Develop Virtual Reality Simulations for Managing Psychiatric Emergencies.

IF 2 Q2 EDUCATION, SCIENTIFIC DISCIPLINES
Fabienne Hargreaves, Rachel Antinucci, Michael S B Mak, Stephanie Sliekers, Ahmed N Hassan, Sanjeev Sockalingam, Petal S Abdool
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引用次数: 0

Abstract

The COVID-19 pandemic originally necessitated a shift to virtual learning in psychiatric medical education, accelerating the opportunities to enhance medical training with innovative technologies like virtual reality. Virtual reality (VR) simulation enhances education by providing engaging and safe experiential learning opportunities, aiming to bridge the gap between theory and practice. The established framework of rapid design thinking has been used to guide medical innovations during the COVID-19 pandemic, and can continue to support the highly complex and resource intensive nature of VR design and development ongoing. This paper operationalizes a three-step rapid design thinking framework into a stepwise methodology for developing immersive and non-immersive VR simulations for psychiatric education. Key lessons include the importance of early and creative stakeholder engagement, clear terms of reference, rigorous vendor selection using a tailored vendor assessment matrix, utilizing free digital tools for collaboration, emphasizing diversity, equity and inclusion principles and iterative user testing to ensure usability and effectiveness. This study offers a practical guide for educators integrating VR into psychiatric training, demonstrating the value of rapid design thinking in developing and implementing learner-centered solutions swiftly. Future research should explore VR's accessibility for individuals with disabilities and its long-term cost-effectiveness compared to traditional training methods.

使用快速设计思维开发虚拟现实模拟管理精神病学紧急情况。
COVID-19大流行最初需要在精神医学教育中转向虚拟学习,从而加速了利用虚拟现实等创新技术加强医学培训的机会。虚拟现实(VR)模拟通过提供引人入胜和安全的体验式学习机会来增强教育,旨在弥合理论与实践之间的差距。已建立的快速设计思维框架已用于指导COVID-19大流行期间的医疗创新,并可以继续支持正在进行的VR设计和开发的高度复杂性和资源密集型性质。本文将三步快速设计思维框架转化为逐步开发精神病学教育沉浸式和非沉浸式VR模拟的方法。关键的经验教训包括早期和创造性的利益相关者参与的重要性,明确的职权范围,使用量身定制的供应商评估矩阵进行严格的供应商选择,利用免费的数字工具进行协作,强调多样性,公平和包容原则以及迭代用户测试以确保可用性和有效性。该研究为教育工作者将VR融入精神病学培训提供了实用指南,展示了快速设计思维在快速开发和实施以学习者为中心的解决方案方面的价值。未来的研究应该探索VR对残疾人的可访问性以及与传统培训方法相比的长期成本效益。
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
Journal of Medical Education and Curricular Development
Journal of Medical Education and Curricular Development EDUCATION, SCIENTIFIC DISCIPLINES-
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62
审稿时长
8 weeks
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