| Literature DB >> 35156931 |
Norina Gasteiger1,2,3, Sabine N van der Veer2,4, Paul Wilson3, Dawn Dowding1.
Abstract
BACKGROUND: Using traditional simulators (eg, cadavers, animals, or actors) to upskill health workers is becoming less common because of ethical issues, commitment to patient safety, and cost and resource restrictions. Virtual reality (VR) and augmented reality (AR) may help to overcome these barriers. However, their effectiveness is often contested and poorly understood and warrants further investigation.Entities:
Keywords: augmented reality; education; health; health personnel; mobile phone; realist review; realist synthesis; review; simulation; training; virtual reality
Year: 2022 PMID: 35156931 PMCID: PMC8893595 DOI: 10.2196/31644
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Criteria used to determine confidence in each context-mechanism-outcome configuration.
| Confidence | Number of supporting studies | Contesting studies (if applicable), % | MMATa average score, % |
| High | ≥8 | 0-20 | 76-100 |
| Moderate | 5-7 | 21-29 | 51-75 |
| Low | 4 | 30-74 | 26-50 |
| Very low | ≤3 | 75-100 | 0-25 |
aMMAT: Mixed Methods Appraisal Tool.
Figure 1Extended PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flowchart depicting the literature search and screening process.
The context-mechanism-outcome configurations identified in our initial program theory.
| Context | Mechanisms | Outcomesa |
| 1. Realistic (high-fidelity) simulations |
Perceptions of realistic haptics and imagery Triggers interactive learning Lack of perceived realism in haptics or tactile sensation |
Enhanced skills and proficiency Learner satisfaction with realism More effective learning Preference for non-VRb learning, for example, laboratory dissection or physical reality |
| 2. Artificial intelligence–enabled VRc |
Provides feedback and highlights deficiencies | —d |
| 3. VR or ARe that immerses learners |
Engages or exposes learners in deep immersion Provides a safe environment free from patient harm Cybersickness |
Higher engagement and participation in training Improved learning, knowledge, and comfort with knowledge Improved skill performance |
| 4. Comfortable devicesc |
Cybersickness |
Poor learning experience |
| 5. VR or AR that delivers standardized teaching |
Provides feedback to leaners Enables repeated practice |
Improves skill or performance Leads to better patient outcomes in the future |
| 6. Visualization through VR or AR |
Interactive experience Easier and more detailed visualization of patient anatomy Perceived realism of the imagery |
Learner satisfaction with tool and realism Increased understanding or learning of content Improved performance or skill |
| 7. Accounts for physical and mental workloadc |
Psychological improvements (reduced stress and improved self-confidence) |
Decreased mental demand, effort, and physical workload scores |
| 8. Team training delivered by AR or VRc |
Interaction between learners and environment, as well as real-time collaboration and communication |
Improves teamwork Results in learner satisfaction |
| 9. Knowledge or skill transfer |
Enhances skills Practice in safe environment (with no risk to patients) Deliberate practice |
Knowledge transfer to clinical practice Skills transfer to cadaver, box trainer, and surgery and procedure Better patient care in the future |
| 10. Used with a teacherc | — |
Improved instruction |
| 11. Embedded in curriculumc | — | — |
| 12. Limited training opportunities |
Provides feedback on performance, skill or technique Repeated practice Access to experiential learning opportunities Safe and stress-free learning environment |
Skill improvement, technical proficiency, and reduced incidence of complications or errors Learner satisfaction Improvements for learners with less experience |
| 13. Novices |
Feedback and objective measurement of skills or knowledge Independent or self-directed training Safe, static, and risk-free environment without endangering patients Repeated practice Exposure to experience |
Technical proficiency and skill acquisition Improved performance (including operative performance) Learner satisfaction: VR was preferred Novices (less experienced people) improved most |
aContext + Mechanisms = Outcomes.
bVR: virtual reality.
cThe context-mechanism-outcome configurations for which we had low confidence that there would be evidence available to test them.
dNot available.
eAR: augmented reality.
Figure 2Diagram of our program theory on AR and VR training for health care workers built from the context-mechanism-outcome configurations in which we had moderate or high confidence. AR: augmented reality; VR: virtual reality.