Although based on a relatively small sample size, the findings support education and interventions addressing areas of general health, diet and hydration, exercise, reduction of stress, and increased knowledge of CAM in baccalaureate nursing.
Purpose
The aim of the study was to explore aspects of learning in terms of gain in knowledge, confidence and empathy with immersive virtual reality (VR) from the patient perspective in undergraduate nursing students.
Design/methodology/approach
A pilot study integrating immersive VR experiences during clinical courses was facilitated based on the INACSL (2016) standards for simulation practices with a convenience sample of 165 nursing students in three levels of cohorts, using two different VR scenario simulations. Quantitative and qualitative data were collected through pre- and post-surveys.
Findings
Student participants embodied patients with chronic disease using immersive VR. Findings showed substantial gains in most measures of knowledge, confidence and empathy, with slightly less difference seen in lower level nursing students particularly with empathy and understanding.
Research limitations/implications
Embodiment through immersive VR scenarios was shown to increase learner development. The positive findings from the pilot study justified continuance of integration of immersive VR in nursing education, recommending further use and research.
Originality/value
Simulated learning for nursing has known benefits on knowledge and understanding. Immersive VR is gaining recognition within nursing education as a method to enhance cognitive and affective knowledge. This paper hopes to add insights on the impact of immersive VR for student learning and encourage discussion about the future for innovative immersive teaching and learning approaches for experiential learning.
Immersive, embodied virtual reality (VR) combines a head-mounted display with head and motion tracking systems, noise-cancelling headphones for sound, and a three-dimensional interaction scenario. VR can enable social work students to become fully immersed in a simulated realistic world to experience client scenarios. Scant research has been conducted on VR and undergraduate students; this study aimed to answer the research questions: 1) What is the feasibility and acceptability of virtual reality in a large, undergraduate class? and 2) Is virtual learning more effective than an active learning assignment on undergraduate students’ knowledge, empathy, emotions, and self-efficacy? A pilot randomized control pilot study was conducted with undergraduate students (N = 18) in an introductory course. Students were randomized to receive VR (intervention group) or an active learning assignment (control group) to learn about people with Alzheimer’s Disease, vision impairment, or end-of-life. VR was feasible and acceptable among students who commonly reported it as “cool”. The results found that students in the VR group reported more empathy for health conditions and poorer self-efficacy to support clients than the control groups. The reality that immersive VR enables has profound potential for preparing future health professionals to support clients with health conditions.
The frequency of exercise and amount of hydration increased during the 8-week intervention period. Despite a small sample size and short intervention period, results merit further research on the positive influences of self-care practices in nursing students.
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