L. Hayden, Ferzana Chaze, Ashwin Kamath, Andrea Azevedo, Destanee Bucko, Alexandra Jackson, Christianne Reyna, Yara Kashlan, M. Dubé, Jacqueline De Paula, Kathryn Warren-Norton, Kate Dupuis, L. Tsotsos
{"title":"Implementation of a Virtual Reality recreation program in long-term care","authors":"L. Hayden, Ferzana Chaze, Ashwin Kamath, Andrea Azevedo, Destanee Bucko, Alexandra Jackson, Christianne Reyna, Yara Kashlan, M. Dubé, Jacqueline De Paula, Kathryn Warren-Norton, Kate Dupuis, L. Tsotsos","doi":"10.1177/20556683211070994","DOIUrl":null,"url":null,"abstract":"Introduction This manuscript describes the implementation of a Virtual Reality (VR) recreation program at long-term care sites across Ontario, Canada, using the RE-AIM Framework to guide the implementation and its evaluation. Methods We developed a VR recreation program to enhance the lives of long-term care residents, through 3 sequential phases. In Phase 1, we learned about resident and staff needs through focus groups, staff surveys and observations. In Phase 2, we developed 10 VR experiences, based on the data from Phase 1. In Phase 3, we implemented the VR experiences and supporting manual and measured their implementation, using the RE-AIM Framework. Results We found the VR program to be highly (but not consistently) implementable across all sites. Factors that supported implementation were the following: resident interest in the content and technology, relative ease of use for staff to implement and formally integrating VR into the recreation calendar. Factors that impeded implementation were the following: the size of the headset, inability for the headset to cast given the sites' Information Technology infrastructure and some content that was not engaging. Conclusions VR programs are highly implementable and this implementation is enhanced by integration of the program into existing recreational systems, ease of use and resident engagement.","PeriodicalId":43319,"journal":{"name":"Journal of Rehabilitation and Assistive Technologies Engineering","volume":null,"pages":null},"PeriodicalIF":2.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Rehabilitation and Assistive Technologies Engineering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/20556683211070994","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"ENGINEERING, BIOMEDICAL","Score":null,"Total":0}
引用次数: 3
Abstract
Introduction This manuscript describes the implementation of a Virtual Reality (VR) recreation program at long-term care sites across Ontario, Canada, using the RE-AIM Framework to guide the implementation and its evaluation. Methods We developed a VR recreation program to enhance the lives of long-term care residents, through 3 sequential phases. In Phase 1, we learned about resident and staff needs through focus groups, staff surveys and observations. In Phase 2, we developed 10 VR experiences, based on the data from Phase 1. In Phase 3, we implemented the VR experiences and supporting manual and measured their implementation, using the RE-AIM Framework. Results We found the VR program to be highly (but not consistently) implementable across all sites. Factors that supported implementation were the following: resident interest in the content and technology, relative ease of use for staff to implement and formally integrating VR into the recreation calendar. Factors that impeded implementation were the following: the size of the headset, inability for the headset to cast given the sites' Information Technology infrastructure and some content that was not engaging. Conclusions VR programs are highly implementable and this implementation is enhanced by integration of the program into existing recreational systems, ease of use and resident engagement.