2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET) 2022
DOI: 10.1109/imet54801.2022.9929810
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Feasibility and Acceptance of Virtual Reality Reusable e- Resources Embedded in Healthcare Curricula

Abstract: The use of Virtual Reality in healthcare education is still uncommon. Measuring the feasibility of such resources into formal training is critical for quality, satisfaction, and ultimately improved efficacy over other methods. The Cocreation of Virtual Reality reusable e-Resources for European Healthcare Education (CoViRR) team used a proven development framework to co-create and analyze the feasibility and acceptance of 3 Virtual Reality Reusable e-Resources (VRReRs). The co-created VRReRs have been evaluated… Show more

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Cited by 7 publications
(6 citation statements)
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“…With the emerging mainstreaming of XR healthcare education, the problem of content availability is becoming increasingly exacerbated ( 38 ) Co-creative healthcare XR content design emerges as a viable solution for covering the curricular needs of the modern healthcare classroom ( 39 ). Moving from the cumbersome, months long, development cycle of commercial resources participatory design has demonstrated the capacity to produce high quality resources on par with any currently implemented technology resource in healthcare education ( 40 ). However, designing the resources is only part of the challenge.…”
Section: Discussionmentioning
confidence: 99%
“…With the emerging mainstreaming of XR healthcare education, the problem of content availability is becoming increasingly exacerbated ( 38 ) Co-creative healthcare XR content design emerges as a viable solution for covering the curricular needs of the modern healthcare classroom ( 39 ). Moving from the cumbersome, months long, development cycle of commercial resources participatory design has demonstrated the capacity to produce high quality resources on par with any currently implemented technology resource in healthcare education ( 40 ). However, designing the resources is only part of the challenge.…”
Section: Discussionmentioning
confidence: 99%
“…It would be beneficial to include participatory design as a framework for the co-creation of VR scenarios for nursing and midwifery students, as it would allow designer-user cooperation [57,58]. Pears [59] indicated that when videos are co-created with students, their engagement is enhanced, and the videos present a realistic and credible perspective.…”
Section: Discussionmentioning
confidence: 99%
“…To aid in this there are several guidelines available to follow that have been created by XR companies to help develop learning resources [34,47,48]. They provide advice for best practices in technology and operations and include case-based steps of the experimental setup to help readers/developers understand how best to test VR with existing training/ educational resources [49]. Some companies and institutions [47] perform the following steps in streamlining the content during development and being fit for purpose:…”
Section: Define the Problemmentioning
confidence: 99%
“…Value co-creation (VCC), as it was originally termed, was the process of identifying an item's value offer through client participation rather than the standard statistical surveying avenues [34,48]. This process allows clients to be fully engaged in the co-production process [21,49], with some studies going as far as to identify value in mutualism, receptiveness, and non-hierarchical relations [29] as an element of co-production. This kind of extensive interpretation of the co-creation process has led research [34] to expose as one of the main factors of co-creation efficacy the sharing of knowledge.…”
Section: Stakeholders' Co-design Of Educational Resourcesmentioning
confidence: 99%