Talan Jordan, Forster Molly, Joseph Leian, Pradhan Deepak
Division of Pulmonary, Critical Care, & Sleep Medicine, Department of Medicine, NYU Grossman School of Medicine, 550 First Avenue, 15th Floor, Medical ICU, New York, NY, 10016, United States, 1 2122635800.
JMIR Med Educ. 2025 Mar 12;11:e62803. doi: 10.2196/62803.
Although technology is rapidly advancing in immersive virtual reality (VR) simulation, there is a paucity of literature to guide its implementation into health professions education, and there are no described best practices for the development of this evolving technology.
We conducted a qualitative study using semistructured interviews with early adopters of immersive VR simulation technology to investigate use and motivations behind using this technology in educational practice, and to identify the educational needs that this technology can address.
We conducted 16 interviews with VR early adopters. Data were analyzed via directed content analysis through the lens of the Unified Theory of Acceptance and Use of Technology.
The main themes that emerged included focus on cognitive skills, access to education, resource investment, and balancing immersion. These findings help to clarify the intended role of VR simulation in health professions education. Based on our data, we synthesized a set of research questions that may help define best practices for future VR development and implementation.
Immersive VR simulation technology primarily serves to teach cognitive skills, expand access to educational experiences, act as a collaborative repository of widely relevant and diverse simulation scenarios, and foster learning through deep immersion. By applying the Unified Theory of Acceptance and Use of Technology theoretical framework to the context of VR simulation, we not only collected validation evidence for this established theory, but also proposed several modifications to better explain use behavior in this specific setting.
尽管沉浸式虚拟现实(VR)模拟技术正在迅速发展,但用于指导其在卫生专业教育中应用的文献却很少,而且对于这种不断发展的技术的开发,也没有描述最佳实践方法。
我们进行了一项定性研究,采用半结构化访谈的方式,对沉浸式VR模拟技术的早期采用者进行调查,以探究在教育实践中使用该技术的情况和动机,并确定该技术能够满足的教育需求。
我们对VR早期采用者进行了16次访谈。通过技术接受与使用统一理论的视角,采用定向内容分析法对数据进行分析。
出现的主要主题包括对认知技能的关注、教育机会、资源投入以及沉浸式体验的平衡。这些发现有助于阐明VR模拟在卫生专业教育中的预期作用。基于我们的数据,我们综合了一系列研究问题,这些问题可能有助于为未来VR的开发和应用确定最佳实践方法。
沉浸式VR模拟技术主要用于教授认知技能、扩大教育体验机会、充当广泛相关且多样的模拟场景的协作知识库,并通过深度沉浸促进学习。通过将技术接受与使用统一理论的理论框架应用于VR模拟的背景下,我们不仅收集了对这一既定理论的验证证据,还提出了一些修改建议,以更好地解释在这一特定环境中的使用行为。