Abstract

BackgroundVirtual Reality (VR) simulation has been found to be useful in learning technical and non-technical skills. However, empirical data about its efficacy in clinical education are limited. This pilot study compares the efficacy of VR to mannequin-based simulation for learners managing status epilepticus (SE).MethodsPediatric and emergency medicine interns at an academic tertiary care referral center were randomized to either VR (intervention, using an Oculus RiftⓇ (Occulus from Facebook, Facebook Inc., USA)) or mannequin-based (control) simulation for the same SE scenario. The control group participated in two mannequin-based simulation sessions while the intervention group had a VR session followed by a mannequin-based session. Sessions were one-one with an instructor and held three months apart. Performance was assessed by measuring the time-to-critical actions during the second session.ResultsOf 42 interns, 22 were in the intervention group and 20 in the control group. There was no statistical difference in time-to-critical actions for VR vs. standard groups; for example, VR times (in seconds) compared to standard times were 18.1 (SD 10.5) and 18.9 (SD 15.8) (p=.90) for oral suction, and 61.6 (SD 24.8) and 62.8 (SD 26.9) (p=.82) for IV lorazepam completion.ConclusionThis pilot trial suggests that VR is feasible for clinical simulation. We did not find a significant difference between the two groups in learner performance. Larger studies are needed to corroborate our findings, investigate the best applications of VR in clinical training, and determine if it could lead to more rapid learning at a lower cost.

Highlights

  • Simulation is a popular instructional strategy that has been used in many fields including medical training [1] and applies the concepts of experiential learning [2]

  • Empirical data about its efficacy in clinical education are limited. This pilot study compares the efficacy of Virtual Reality (VR) to mannequin-based simulation for learners managing status epilepticus (SE)

  • There was no statistical difference in time-to-critical actions for VR vs. standard groups; for example, VR times compared to standard times were 18.1 (SD 10.5) and 18.9 (SD 15.8) (p=.90) for oral suction, and 61.6 (SD 24.8) and 62.8 (SD 26.9) (p=.82) for IV lorazepam completion

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Summary

Background

Virtual Reality (VR) simulation has been found to be useful in learning technical and non-technical skills. Empirical data about its efficacy in clinical education are limited. This pilot study compares the efficacy of VR to mannequin-based simulation for learners managing status epilepticus (SE)

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