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

被引:8
作者
Lau, Siew Tiang [1 ,2 ]
Siah, Rosalind Chiew Jiat [1 ]
Bin Rusli, Khairul Dzakirin [1 ]
Loh, Wen Liang [1 ]
Yap, John Yin Gwee [1 ]
Ang, Emily [1 ]
Lim, Fui Ping [1 ]
Liaw, Sok Ying [1 ]
机构
[1] Natl Univ Singapore, Yong Loo Lin Sch Med, Alice Ctr Nursing Studies, Singapore, Singapore
[2] Natl Univ Singapore, Alice Ctr Nursing Studies, Yong Loo Lin Sch Med, Clin Res Ctr, Level 2,Block MD 11,10 Med Dr, Singapore 117597, Singapore
来源
JMIR SERIOUS GAMES | 2023年 / 11卷
关键词
user experience; acceptability; usability; virtual patient; clinical procedure; immersive; nursing student; virtual reality; education; performance; QUALITATIVE CONTENT-ANALYSIS; EDUCATION;
D O I
10.2196/46398
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: The capacity of health care professionals to perform clinical procedures safely and competently is crucial as it will directly impact patients' outcomes. Given the ability of head-mounted virtual reality to simulate the authentic clinical environment, this platform should 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 were (1) to describe the design of a head-mounted virtual reality system and evaluate it for education on clinical procedures for nursing students and (2) to explore the experience of nursing students using head-mounted virtual reality for learning clinical procedures and the usability of the system.Methods: This usability study used a mixed method approach. The stages included developing 3D models of the necessary instruments and materials used in intravenous therapy and subcutaneous injection procedures performed by nurses, followed by developing the procedures using the Unreal Engine (Epic Games). Questionnaires on the perception of continuance intention and the System Usability Scale were used along with open-ended questions.Results: Twenty-nine nursing students took part in this questionnaire study after experiencing the immersive virtual reality (IVR) intervention. Participants reported largely favorable game perception and learning experience. Mean perception scores ranged from 3.21 to 4.38 of a maximum score of 5, while the mean system usability score was 53.53 of 100. The majority found that the IVR experience was engaging, and they were immersed in the game. The challenges encountered included unfamiliarity with the new learning format; technological constraints, such as using hand controllers; and physical discomfort.Conclusions: The conception of IVR for learning clinical procedures through deliberate practice to enhance nurses' knowledge and skills is promising. However, refinement of the prototypes is required to improve user experience and learning. Future research can explore other ways to use IVR for better education and health care purposes. (JMIR Serious Games 2023;11:e46398) doi: 10.2196/46398
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页数:14
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