VR, AR and Simulation in Medical Education
VR, AR and Simulation in Medical Education
Looking at
research on medical education, progress has been made in regards to moving learning
materials into virtual reality, augmented reality and digitally simulated
environments. What was once subject matter primarily taught through in-class
instruction has been reproduced utilizing simulation and VR/AR applications. In research, these models are
better received than traditional methods of videos and instructor
demonstrations regarding realism, identifying landmarks, visualization of
internal organs, ease of use, usefulness, and promoting learning and
understanding (Aebersold et al., 2018).
These scenarios and simulations will encourage
the learner to apply their knowledge, gain skills, and attain mastery of
various medical procedures. In recent years several simulation-based serious
games have been successfully developed for mastering specific content,
indicating the high potential of simulation used for pedagogical purposes (van
der Zee et al., 2012). One of the benefits that is evident in creating simulation-based
education for medical students is the ease of access to materials from remote
locations. This provides the student's flexibility in how and when they learn. This
is also advantageous in the current climate in regards to the pandemic, as
restrictions are still in place for the education system at large and there is
limited access to institutional space and lab equipment.
Given the recent restrictions caused by the
ongoing pandemic, remote learning has become a viable solution for many
students enrolled in post-secondary studies at both undergraduate and graduate
levels. Although the development cost is high for creating medical-related
simulations and VR/AR content, the investment is well worth the effort to
students in medicine. Further studies reported positive student experiences
with VR technologies, including
increased engagement, enriched learning, and ease of use (Thompson et al., 2020).
VR/AR and simulation also allow the learner to
test and retry steps as many times as needed to attain mastery of skills and concepts.
This ability to retry and test fundamental lessons in medicine is not
necessarily possible when using real-world devices and procedures. In such
instances, simulation environments can be excellent learning tools because they
allow replicating real contexts and creating training situations that only
occur in very specific circumstances (Gouveia et al., 2011). For example, if
one considers a course on anatomy, a demonstration that uses a cadaver can only
be repeated a number of times before the test subject must be disposed of. This,
however, is not the case with VR/AR technology and simulation, as a test subject
can be tried and examined indefinitely.
Dirksen (2016) noted that having Information
alone does not accomplish anything, but accomplishment comes from information
being used to do something. With VR technology and handheld controls, the learner
can simulate real-world skills in a virtual environment. Simulation-based
learning through VR and AR technology will give the learner the necessary tools
to develop the procedural skills expected of them academically and professionally.
Scenarios and VR environments created for medical education will be programmed according
to real-world operating parameters. These rules of practice will be part of the
simulation, which means that the student will be completing the course with understanding
of fundamental skills and principles.
Kamphuis et al. (2014) state that learning
supported with AR technology enables ubiquitous, collaborative and situated
learning. Medical scenarios using VR/AR technology will take into account working
with other medical staff in various operating procedures. This will enable the
learner to understand and appreciate working in a team and how to coordinate
tasks effectively. Implications on game design involve the creation of virtual
environments where the player can gain knowledge through exploration and
practice, manipulate objects, and collaborate with other people (DeGloria et al.,
2014).
Simulation-based
training utilizing VR/AR technology will deliver a sense of immediacy and
immersion in medical education. As for affordances of virtual and augmented
environments, such technology has the potential to spark meaningful experiences
that increases transfer of learning for students in the field of medicine.
References
Aebersold, M.,
Voepel-Lewis, T., Cherara, L., Weber, M., Khouri, C., Levine, R., & Tait,
A. R. (2018). Interactive Anatomy-Augmented Virtual Simulation Training. Clinical simulation in nursing, 15, 34–41. https://doi.org/10.1016/j.ecns.2017.09.008
De Gloria, A., Bellotti,
F., Berta, R., & Lavagnino, E. (2014). Serious Games for education and
training. International Journal of
Serious Games, 1(1). https://doi.org/10.17083/ijsg.v1i1.11
Dirksen,
J. (2016) Design for how people learn.
United States of America: New Riders.
Gouveia,
D., Lopes, D., & de Carvalho, C. (2011). Serious gaming for experiential
learning. 2011 Frontiers in Education
Conference (FIE), T2G–1–T2G–6. https://doi.org/10.1109/FIE.2011.6142778
Kamphuis,
C., Barsom, E., Schijven, M., & Christoph, N. (2014). Augmented reality in
medical education?. Perspectives on medical education, 3(4),
300–311. https://doi.org/10.1007/s40037-013-0107-7
Thompson, D., Thompson, A. &
McConnell, K. (2020). Nursing students' engagement and experiences with virtual
reality in an undergraduate bioscience course. International Journal of Nursing Education Scholarship, 17(1). https://doi.org/10.1515/ijnes-2019-0081
van der Zee, D., Holkenborg, B., & Robinson,
S. (2012). Conceptual modelling for simulation-based serious gaming. Decision Support Systems, 54(1), 33–45. https://doi.org/10.1016/j.dss.2012.03.006

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