Virtual Reality and Serious Gaming in Re-engineering Clinical Teaching: A Review of Literature of the Experiences and Perspectives of Clinical Trainers

Kivuti-Bitok L.W., Cheptum J.J., Mutwiri M., Wanja S., Ngune I.
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Abstract

Re-engineer clinical teaching through innovative approaches such as virtual reality (VR) and Serious Gaming (SG) may increase patient safety. While several studies have focused on the experiences and perceptions of learners about VR and SG, few have if any have focused on the instructors. We reviewed and appraised published evidence to establish the experiences and intention to adopt VR and SG in clinical teaching. Relevant articles were sourced from five databases (PubMed/Medline, Informit, +A Education, ProQuest-ERIC, and CINHAL-EBSCO host). Experiences of clinical trainers were reported using the technological, pedagogical, and content knowledge (TPACK) model. The intention to adopt VR and SG was synthesized using the Technology Adoption Model (TAM). Clinical trainers had a positive attitude towards VR and SG. Those with longer professional experience were less likely to adopt VR and SG, while more experienced trainers were more likely to benefit from VR and SG. VR and SG are practical pedagogies for clinical instruction, but training is required for novice users. Cost-benefit analysis of VR and SG as clinical training approaches is needed.
虚拟现实与重设临床教学中的严肃游戏——临床培训师经验和观点的文献综述
通过虚拟现实(VR)和严肃游戏(SG)等创新方法重新设计临床教学可能会提高患者的安全性。虽然有几项研究关注的是学习者对VR和SG的体验和看法,但很少有研究关注讲师。我们回顾并评估了已发表的证据,以确定在临床教学中采用VR和SG的经验和意图。相关文章来源于五个数据库(PubMed/Medline、Informit、+A Education、ProQuest ERIC和CINHAL-EBSCO主机)。使用技术、教学和内容知识(TPACK)模型报告了临床培训师的经验。采用VR和SG的意图是使用技术采用模型(TAM)进行综合的。临床培训师对VR和SG持积极态度。专业经验较长的培训师不太可能采用VR和SG,而经验丰富的培训师更有可能从VR和SG中受益。VR和SG是临床教学的实用教学法,但需要对新手用户进行培训。VR和SG作为临床培训方法的成本效益分析是必要的。
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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