Olayeye Kunmilayo, Oviawe Elizabeth Liz
School of Medicine, Nova Southeastern University Dr. Kiran C. Patel College of Osteopathic Medicine, Fort Lauderdale, USA.
Division of Institutional Technology, Nova Southeastern University Dr. Kiran C. Patel College of Osteopathic Medicine, Fort Lauderdale, USA.
Cureus. 2024 Nov 21;16(11):e74179. doi: 10.7759/cureus.74179. eCollection 2024 Nov.
Background Virtual reality (VR) is typically used for entertainment or gaming, but many studies have shown that the applications of VR can also extend to medical and clinical education. This is because VR can help health professionals learn complex subjects, improve memory, and increase interest in abstract concepts. In the context of medical education, the immersive nature of a VR setting allows students and clinicians in training to interact with virtual patients and anatomical structures in a three-dimensional environment or from a clinician's point of view. The benefits of VR also include its ability to allow students to practice clinical skills repeatedly at their own pace and make mistakes without negative consequences to real-life patients. Objective This study aims to investigate how VR is beneficial for students learning clinical skills. We used a Likert scale survey to measure the participants' perception of VR and assess which part of the VR experience was most advantageous to students. Specifically, this study aimed to evaluate whether the Acadicus (Arch Virtual, Madison, WI, US) 12-lead placement VR program offered education benefits to students and whether the tool is something they would consider using in the future for learning. Methods Seventy-five first-year osteopathic medical students participated in this study. After completing a 45-minute immersive VR session using the Acadicus program to learn how to place electrocardiogram (ECG) leads on a patient, the students were surveyed with a 23-item Likert scale questionnaire. The survey assessed whether the students had ever used VR or augmented reality (AR) for education or entertainment and their preferred learning styles. Finally, it surveyed their opinions on how they felt the VR experience enhanced their learning and whether this tool was useful academically. Results The survey results highlight a generally positive impact on students' understanding and engagement with the 12-lead ECG placement. The highest-scored aspects of the VR experience were its ability to engage users (mean score: 3.77) and the kinesthetic/tactile aspects of the experience (mean score: 3.71). However, the VR experience scored lower in the areas that indicated that the tool helped students understand the spatial and procedural nuances of ECG lead placement, with mean scores of 3.43 for understanding "how" to place leads and 3.38 for understanding "where" leads should be placed. Conclusions The findings indicated that most participants found that the VR tool (Acadicus) effectively enhanced their understanding and engagement with the clinical procedure. This study recognized the positive impact that VR technology had on students' confidence levels in the clinical skill of 12-lead ECG placement. Furthermore, based on the data collected, VR is beneficial in medical education and should be integrated into the curriculum of more medical schools due to its ability to enhance student engagement, cater to diverse learning styles, and provide a safe environment for repeated practice of clinical skills. However, there is still a need for continued research regarding VR simulations for clinical skills and with larger groups of participants from different medical institutions. Future research should explore advancements such as haptic feedback integration and gesture tracking necessary for making VR as reflective of reality as possible in the use of VR in medical training.
虚拟现实(VR)通常用于娱乐或游戏,但许多研究表明,VR的应用也可以扩展到医学和临床教育领域。这是因为VR可以帮助卫生专业人员学习复杂的学科,提高记忆力,并增加对抽象概念的兴趣。在医学教育背景下,VR环境的沉浸式特性使学生和接受培训的临床医生能够在三维环境中或从临床医生的视角与虚拟患者和解剖结构进行互动。VR的好处还包括能够让学生按照自己的节奏反复练习临床技能,并且犯错不会对现实生活中的患者造成负面影响。
本研究旨在调查VR对学生学习临床技能有哪些益处。我们使用李克特量表调查来衡量参与者对VR的看法,并评估VR体验的哪一部分对学生最具优势。具体而言,本研究旨在评估Acadicus(美国威斯康星州麦迪逊市的Arch Virtual公司)12导联放置VR程序是否为学生提供了教育益处,以及该工具是否是他们未来会考虑用于学习的东西。
75名一年级整骨医学学生参与了本研究。在使用Acadicus程序完成45分钟的沉浸式VR课程以学习如何在患者身上放置心电图(ECG)导联后,学生们接受了一份包含23个条目的李克特量表问卷调查。该调查评估了学生是否曾将VR或增强现实(AR)用于教育或娱乐以及他们偏好的学习方式。最后,调查了他们对VR体验如何增强他们的学习以及该工具在学术上是否有用的看法。
调查结果突出显示了对学生理解和参与12导联ECG放置的普遍积极影响。VR体验得分最高的方面是其吸引用户的能力(平均得分:3.77)以及体验的动觉/触觉方面(平均得分:3.71)。然而,在表明该工具帮助学生理解ECG导联放置的空间和程序细微差别的方面,VR体验得分较低,理解“如何”放置导联的平均得分为3.43,理解导联“放置位置”的平均得分为3.38。
研究结果表明,大多数参与者发现VR工具(Acadicus)有效地增强了他们对临床程序的理解和参与度。本研究认识到VR技术对学生在12导联ECG放置临床技能方面的信心水平产生的积极影响。此外,根据收集到的数据,VR在医学教育中是有益的,由于其能够增强学生参与度、迎合不同学习方式并为临床技能的反复练习提供安全环境,应将其纳入更多医学院的课程中。然而,对于临床技能的VR模拟以及来自不同医疗机构的更大规模参与者群体,仍需要继续进行研究。未来研究应探索诸如整合触觉反馈和手势跟踪等进展,以使VR在医学培训中的使用尽可能反映现实。