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Accepted for/Published in: JMIR Serious Games

Date Submitted: Feb 10, 2023
Date Accepted: Jul 19, 2023

The final, peer-reviewed published version of this preprint can be found here:

Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study

Lau ST, Siah CJR, Dzakirin Bin Rusli K, Loh WL, Yap YGJ, Ang E, Lim FP, Liaw SY

Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study

JMIR Serious Games 2023;11:e46398

DOI: 10.2196/46398

PMID: 37647108

PMCID: 10500353

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures

  • Siew Tiang Lau; 
  • Chiew Jiat, Rosalind Siah; 
  • Khairul Dzakirin Bin Rusli; 
  • Wen Liang Loh; 
  • Yin Gwee, John Yap; 
  • Emily Ang; 
  • Fui Ping Lim; 
  • Sok Ying Liaw

ABSTRACT

Background:

The capacity of healthcare professionals to perform clinical procedures safely and competently is crucial as it will directly impact patients’ outcomes. Given the ability of the head-mounted virtual reality to simulate the authentic clinical environment, this platform would be suitable for nurses to refine their clinical skills for knowledge and skills acquisition. However, research on head-mounted virtual reality in learning clinical procedures is limited.

Objective:

The objectives of this study are (1) to describe the design and evaluate the head-mounted virtual reality for learning clinical procedures by nursing students and (2) to explore the experience and usability of nursing students using head-mounted virtual reality for learning clinical procedures.

Methods:

The stages include developing three-dimensional models of the requisites used in intravenous therapy and subcutaneous injection procedures performed by nurses, followed by developing the procedures using the Unreal Engine. Questionnaire surveys on perception of continuance intention and system usability scales were used, along with open-ended questions at the end of survey.

Results:

Twenty-nine nursing students took part in the survey after experiencing the IVR. Participants reported largely favourable game perception and learning experience. The majority found that the IVR experience was engaging, and they were immersed in the game. The challenges encountered include unfamiliarity with the new learning format; technological constraints, such as using hand controllers; and physical discomfort.

Conclusions:

The conception of IVR for practicing clinical procedures to enhance nurses’ knowledge and skills through deliberate practice is promising. However, the refinement of the prototype is required to improve user experience and learning.


 Citation

Please cite as:

Lau ST, Siah CJR, Dzakirin Bin Rusli K, Loh WL, Yap YGJ, Ang E, Lim FP, Liaw SY

Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study

JMIR Serious Games 2023;11:e46398

DOI: 10.2196/46398

PMID: 37647108

PMCID: 10500353

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