Accepted for/Published in: JMIR Serious Games
Date Submitted: Aug 27, 2020
Date Accepted: Mar 13, 2021
Evaluation of a virtual reality-based application to educate healthcare professionals and medical students about inflammatory arthritis: a feasibility study
ABSTRACT
Background:
Inflammatory arthritides (IA), such as rheumatoid arthritis or psoriatic arthritis, are disorders that can be difficult to comprehend for health professionals and students in terms of the heterogeneity of clinical symptoms and pathologies. New didactic approaches using innovative technologies such as Virtual Reality (VR) applications could be helpful to demonstrate disease manifestations as well as joint pathologies in a more comprehensive way. However, the potential of using a VR education concept in IA has not yet been evaluated.
Objective:
We evaluated the feasibility of a VR application to educate healthcare professionals and medical students about IA.
Methods:
We developed a VR application using IA patients data as well as two- and three-dimensional visualized pathological joints from X-ray and computed tomography generated images. This VR application allows the user to interact with representative arthritic joint and bone pathologies of IA patients. In a consensus meeting an online questionnaire was designed to collect basic demographic data (age, sex), profession of the participants, and their feedback on the general impression, knowledge gain and potential areas of application of the VR application. The VR application was subsequently tested and evaluated by healthcare professionals (physicians, researchers, and other healthcare professionals) and medical students at predefined events (two annual rheumatology conferences and academic teaching seminars at two sites in Germany).To explore associations between categorical variables, Chi-square (χ2) or Fisher test were used as appropriate. Two-sided p-values ≤ 0.05 were regarded as significant.
Results:
125 individuals participated in this study. 56% of the participants were female, 43% male and 1% non-binary, 59% of the participants were between 18-30 years of age, 18% between 31-40, 10% between 41-50, 8% between 51-60 and 5% were between 61-70. The participants (n=125) rated the application as excellent, the mean rating of the VR application was 9.0/10 (SD 1.2) and many participants would recommend the use of the application, with a mean recommendation score of 3.2/4 (SD 1.1). A large majority stated that the presentation of pathological bone formation improves the understanding of the disease (120 out of 125 (96%)). We did not find any association between participant characteristics and the evaluation of the VR experience or recommendation scores.
Conclusions:
The data show that IA-targeting innovative teaching approaches based on VR technology are feasible.
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