Kyaw Bhone Myint, Saxena Nakul, Posadzki Pawel, Vseteckova Jitka, Nikolaou Charoula Konstantia, George Pradeep Paul, Divakar Ushashree, Masiello Italo, Kononowicz Andrzej A, Zary Nabil, Tudor Car Lorainne
Family Medicine and Primary Care, Lee Kong Chian School of Medicine, Nanyang Technological University Singapore, Singapore, Singapore.
Health Services and Outcomes Research, National Healthcare Group Singapore, Singapore, Singapore.
J Med Internet Res. 2019 Jan 22;21(1):e12959. doi: 10.2196/12959.
Virtual reality (VR) is a technology that allows the user to explore and manipulate computer-generated real or artificial three-dimensional multimedia sensory environments in real time to gain practical knowledge that can be used in clinical practice.
The aim of this systematic review was to evaluate the effectiveness of VR for educating health professionals and improving their knowledge, cognitive skills, attitudes, and satisfaction.
We performed a systematic review of the effectiveness of VR in pre- and postregistration health professions education following the gold standard Cochrane methodology. We searched 7 databases from the year 1990 to August 2017. No language restrictions were applied. We included randomized controlled trials and cluster-randomized trials. We independently selected studies, extracted data, and assessed risk of bias, and then, we compared the information in pairs. We contacted authors of the studies for additional information if necessary. All pooled analyses were based on random-effects models. We used the Grading of Recommendations, Assessment, Development and Evaluations (GRADE) approach to rate the quality of the body of evidence.
A total of 31 studies (2407 participants) were included. Meta-analysis of 8 studies found that VR slightly improves postintervention knowledge scores when compared with traditional learning (standardized mean difference [SMD]=0.44; 95% CI 0.18-0.69; I=49%; 603 participants; moderate certainty evidence) or other types of digital education such as online or offline digital education (SMD=0.43; 95% CI 0.07-0.79; I=78%; 608 participants [8 studies]; low certainty evidence). Another meta-analysis of 4 studies found that VR improves health professionals' cognitive skills when compared with traditional learning (SMD=1.12; 95% CI 0.81-1.43; I=0%; 235 participants; large effect size; moderate certainty evidence). Two studies compared the effect of VR with other forms of digital education on skills, favoring the VR group (SMD=0.5; 95% CI 0.32-0.69; I=0%; 467 participants; moderate effect size; low certainty evidence). The findings for attitudes and satisfaction were mixed and inconclusive. None of the studies reported any patient-related outcomes, behavior change, as well as unintended or adverse effects of VR. Overall, the certainty of evidence according to the GRADE criteria ranged from low to moderate. We downgraded our certainty of evidence primarily because of the risk of bias and/or inconsistency.
We found evidence suggesting that VR improves postintervention knowledge and skills outcomes of health professionals when compared with traditional education or other types of digital education such as online or offline digital education. The findings on other outcomes are limited. Future research should evaluate the effectiveness of immersive and interactive forms of VR and evaluate other outcomes such as attitude, satisfaction, cost-effectiveness, and clinical practice or behavior change.
虚拟现实(VR)是一种技术,可让用户实时探索和操纵计算机生成的真实或人工三维多媒体感官环境,以获取可用于临床实践的实用知识。
本系统评价的目的是评估VR在教育卫生专业人员以及提高他们的知识、认知技能、态度和满意度方面的有效性。
我们按照Cochrane黄金标准方法,对VR在注册前和注册后卫生专业教育中的有效性进行了系统评价。我们检索了1990年至2017年8月的7个数据库。未设语言限制。我们纳入了随机对照试验和整群随机试验。我们独立选择研究、提取数据并评估偏倚风险,然后对信息进行两两比较。如有必要,我们会联系研究的作者以获取更多信息。所有汇总分析均基于随机效应模型。我们使用推荐分级、评估、制定与评价(GRADE)方法对证据体的质量进行评级。
共纳入31项研究(2407名参与者)。对8项研究的荟萃分析发现,与传统学习相比,VR在干预后知识得分方面略有提高(标准化均数差[SMD]=0.44;95%CI 0.18 - 0.69;I²=49%;603名参与者;中等确定性证据),或与其他类型的数字教育如在线或离线数字教育相比(SMD=0.43;95%CI 0.07 - 0.79;I²=78%;608名参与者[8项研究];低确定性证据)。对4项研究的另一项荟萃分析发现,与传统学习相比,VR可提高卫生专业人员的认知技能(SMD=1.12;95%CI 0.81 - 1.43;I²=0%;235名参与者;大效应量;中等确定性证据)。两项研究比较了VR与其他形式数字教育对技能的影响,结果支持VR组(SMD=0.5;95%CI 0.32 - 0.69;I²=0%;467名参与者;中等效应量;低确定性证据)。关于态度和满意度的研究结果参差不齐且尚无定论。没有研究报告任何与患者相关的结果、行为改变以及VR的意外或不良影响。总体而言,根据GRADE标准,证据的确定性从中等至低等不等。我们降低证据确定性主要是因为存在偏倚风险和/或不一致性。
我们发现有证据表明,与传统教育或其他类型的数字教育如在线或离线数字教育相比,VR可改善卫生专业人员干预后的知识和技能结果。关于其他结果的研究结果有限。未来的研究应评估沉浸式和交互式VR形式的有效性,并评估其他结果,如态度、满意度、成本效益以及临床实践或行为改变。