Abstract

Introduction: E-learning has been used to evaluate competency in hospital staff for many years, with virtual reality (VR) education becoming more popular over the last fifteen years. In 2020, a rural hospital in Indiana partnered with a local technology vendor to create a VR experience for stroke education. The goal was to train nurse and physician staff on the triage, assessment, and care of acute stroke patients in the emergency room setting, upholding the standards set forth by the accrediting agency. Research began to provide qualitative data regarding this educational platform. Methods: The VR platform included video education, hospital specific resources, and an immersive 360 video assessment of an acute stroke patient videotaped on the hospital’s campus. An introductory video demonstrated how to use the learning platform. The module was competency based, meaning staff could receive a maximum of 58 questions, with the quiz function shutting off after the participant scored an 80%. Thirty-five hospital staff were asked to complete the beta test. Twelve of those staff members completed the module and provided feedback via an anonymous eight question survey embedded in the VR platform. The survey included three open ended questions that provided an opportunity for staff to share feedback. Results: Overall, participants expressed that the educational platform was hospital specific, engaging, and technologically advanced. All participants were able to achieve a passing score on the first attempt. Unfortunately, there was a glitch in the system that made the passing score 68%, which was lower than the desired competency of 80%. Over half of the participants rated the VR module as very good or excellent on a five point scale. Staff feedback revealed multiple technical issues with video lag time and challenges with the automated narration of the quiz questions. Conclusion: In conclusion, the VR educational module was found to be an effective form of stroke education for hospital staff. Following the analysis of the beta test results, the core research team was able to adjust the VR module to decrease lag time, remove the auto narration, increase the passing score to 80%, and improve the navigation features to make the learning environment more learner friendly.

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