Abstract

Background As simulation has gained widespread acceptance as a learning methodology and teaching technique, the challenge has shifted towards increasing access and improving quality to impact performance. As this shift has occurred, the increasing commercial availability of Virtual Reality (VR) and Augmented Reality (AR) provides the opportunity to deliver immersive, interactive simulation scenarios at scale and reduced cost. However, questions remain about which technologies are most appropriate to deliver simulation. How can VR and AR increase learner throughput, how accessible is it, and does it improve performance? This workshop aims to explore the differences between VR and AR, what they can offer, the evidence behind them, and translate this research into practical considerations for learners and instructors. Who Should Attend Educationalists, faculty and students interested in new learning methodologies, VR and AR, or evidence-based simulation both at undergraduate or postgraduate level. This workshop will provide an opportunity to try VR simulation and is appropriate for all levels of experience. Structure of workshop Introduction Introduction, background and aims *Whole group exercise*: Identifying current challenges in simulation–based medical education – 5 mins What is VR/AR? *Small group exercise*: Define VR and AR – 60 secs Overview of 360, GCI, AR, MR, the curve of acceptance and state of the art Immersion, fidelity and presence in VR simulation Why VR/AR? Examples of how can VR be used in healthcare training *Chance to try VR sim*: demos – 30 mins Peer sharing of experiences *Whole group exercise* questions and debate on utility, design and technology – 15 mins Drawing together benefits and potential drawbacks of VR simulation What’s the evidence? Discussion of the state of VR/AR simulation research *Whole group debate*: Should we gamify simulation? [if time] Further questions and summary Intended outcomes Increased awareness of innovative learning methods and appropriateness of VR/AR for learning objectives. Opportunities to experience VR simulation and brainstorm new ways VR/AR may be relevant to learning and teaching. Forum to discuss advantages, disadvantages and and appraise evidence around VR for learning. Increased ability to evaluate technologies in order to inform research, design, and purchasing decisions. Level Introductory/Intermediate (no previous experience needed).

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