增强现实、虚拟现实和混合现实对卫生专业教育中沉浸式学习的理论基础和影响。

IF 2.8 Q2 HEALTH CARE SCIENCES & SERVICES
Maryam Asoodar, Fatemeh Janesarvatan, Hao Yu, Nynke de Jong
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引用次数: 0

摘要

背景:增强现实(AR)、虚拟现实(VR)和混合现实(MR)是新兴技术,可为卫生专业教育创造身临其境的学习环境。目的:本范围界定综述旨在提供有关 AR/VR/MR 工具在医疗保健领域学生和专业人员的教育和培训中的使用情况和潜在益处的全球概览,并调查在使用这些工具时是否应用了任何教学设计模型或理论:在多个电子数据库中进行了系统性检索,以确定在 2015 年(含)至 2020 年(含)期间发表的、报道在医疗专业教育中使用 AR/VR/MR 的同行评审研究。所选研究根据不同标准进行编码和分析,如医疗保健领域、参与者类型、研究设计和方法类型、AR/VR/MR 使用背后的原理、学习和行为结果类型以及研究结果。Morrison 等人,John Wiley & Sons,2010 年)模型作为参考,绘制了研究的教学设计图:结果:共有 184 项研究被纳入综述。大多数研究侧重于虚拟现实的使用,其次是 AR 和 MR。使用这些技术的主要医疗保健领域是外科和解剖学,最常见的参与者类型是医科和护理专业的学生。最常见的研究设计和方法类型是可用性研究和随机对照试验。使用 AR/VR/MR 的最典型理由是克服传统方法的局限性,提供身临其境的逼真培训,以及提高学生的学习动机和参与度。最标准的学习和行为结果类型是认知和心理运动技能。大多数研究报告了 AR/VR/MR 对学习成果的积极或部分积极影响。只有少数研究明确提到使用教学设计模型或理论来指导 AR/VR/MR 干预措施的设计和实施:综述显示,AR/VR/MR 是加强卫生专业教育的有前途的工具,尤其是在培训外科手术和解剖技能方面。然而,还需要进行更严格和基于理论的研究,以调查这些技术在课程中的最佳设计和整合,并探索它们对其他医疗保健领域和其他类型的学习成果(如情感和协作技能)的影响。综述还建议,(Morrison 等人,John Wiley & Sons,2010 年)模型可以作为一个有用的框架,为 AR/VR/MR 干预措施的教学设计提供参考,因为它涵盖了设计过程中需要考虑的各种要素和因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Theoretical foundations and implications of augmented reality, virtual reality, and mixed reality for immersive learning in health professions education.

Background: Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) are emerging technologies that can create immersive learning environments for health professions education. However, there is a lack of systematic reviews on how these technologies are used, what benefits they offer, and what instructional design models or theories guide their use.

Aim: This scoping review aims to provide a global overview of the usage and potential benefits of AR/VR/MR tools for education and training of students and professionals in the healthcare domain, and to investigate whether any instructional design models or theories have been applied when using these tools.

Methodology: A systematic search was conducted in several electronic databases to identify peer-reviewed studies published between and including 2015 and 2020 that reported on the use of AR/VR/MR in health professions education. The selected studies were coded and analyzed according to various criteria, such as domains of healthcare, types of participants, types of study design and methodologies, rationales behind the use of AR/VR/MR, types of learning and behavioral outcomes, and findings of the studies. The (Morrison et al. John Wiley & Sons, 2010) model was used as a reference to map the instructional design aspects of the studies.

Results: A total of 184 studies were included in the review. The majority of studies focused on the use of VR, followed by AR and MR. The predominant domains of healthcare using these technologies were surgery and anatomy, and the most common types of participants were medical and nursing students. The most frequent types of study design and methodologies were usability studies and randomized controlled trials. The most typical rationales behind the use of AR/VR/MR were to overcome limitations of traditional methods, to provide immersive and realistic training, and to improve students' motivations and engagements. The most standard types of learning and behavioral outcomes were cognitive and psychomotor skills. The majority of studies reported positive or partially positive effects of AR/VR/MR on learning outcomes. Only a few studies explicitly mentioned the use of instructional design models or theories to guide the design and implementation of AR/VR/MR interventions.

Discussion and conclusion: The review revealed that AR/VR/MR are promising tools for enhancing health professions education, especially for training surgical and anatomical skills. However, there is a need for more rigorous and theory-based research to investigate the optimal design and integration of these technologies in the curriculum, and to explore their impact on other domains of healthcare and other types of learning outcomes, such as affective and collaborative skills. The review also suggested that the (Morrison et al. John Wiley & Sons, 2010) model can be a useful framework to inform the instructional design of AR/VR/MR interventions, as it covers various elements and factors that need to be considered in the design process.

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