scholarly journals Clinical instructors’ perceptions of virtual reality in health professionals’ cardiopulmonary resuscitation education

2018 ◽  
Vol 6 ◽  
pp. 205031211879960 ◽  
Author(s):  
Marie Ann Mae En Wong ◽  
Shien Chue ◽  
Michelle Jong ◽  
Ho Wye Kei Benny ◽  
Nabil Zary

Objectives: Cardiopulmonary resuscitation (CPR) is lifesaving. Yet, cardiac arrest survival remains low despite CPR intervention. Education has been highlighted as a strategy to overcome this issue. Virtual Reality technology has been gaining momentum in the field of clinical education. Published studies report benefits of virtual reality for CPR education; yet, perceptions of CPR instructors towards virtual reality remain unexplored. CPR instructors are key stakeholders in CPR education and their perceptions are valuable for the design and adoption of virtual reality-enhanced learning. The purpose of this study is therefore to understand the perceptions of CPR instructors towards using virtual reality for health professionals’ CPR education. The aim was addressed via three research questions: (1) What are the perceptions of CPR instructors towards current health professionals’ CPR education? (2) What are the perceptions of CPR instructors towards features of virtual reality ideal for health professionals’ CPR education? (3) What are the perceptions of CPR instructors towards the potential role of virtual reality in health professionals’ CPR education? Methods: A total of 30 CPR instructors were surveyed on their views towards current health professionals’ CPR education and the use of virtual reality for health professionals’ CPR education, before and after interacting with a CPR virtual reality simulation. Responses were analysed using interpretative thematic analysis. Results: CPR instructors perceived current health professionals’ CPR education as limited due to unideal test preparation (resources, practice, motivation, and frame of mind) and performance. They perceived fidelity, engagement, resource conservation, and memory enhancement as features of virtual reality ideal for health professionals’ CPR education. Virtual reality was viewed by CPR instructors as having potential as a blended learning tool, targeting both ‘novice’ and ‘experienced’ health professionals. Conclusion: The study highlighted the gaps in current health professionals’ CPR education that can be addressed using virtual-reality-enabled learning. Future research could investigate virtual reality simulations with features desirable for CPR education of target populations.

2021 ◽  
Author(s):  
Hyun Sik Moon ◽  
Hyeon Jeong Yoon ◽  
Sang Woo Park ◽  
Chae Yeon Kim ◽  
Mu Seok Jeong ◽  
...  

Abstract Purpose: To study the usefulness of virtual reality (VR) based training for diagnosing strabismusMethods: Fourteen ophthalmology residents performed at least 30 VR training sessions to diagnose esotropia and exotropia. Examinations of real patients with esotropia or exotropia before and after the VR training were video-recorded and presented to a strabismus expert to assess accuracy and performance scores for measuring the deviation angle and diagnosing strabismus with anonymization. A feedback survey regarding the usefulness and ease of use of the VR application was conducted for participants.Results: The mean age of 14 ophthalmology residents, including 10 men and 4 women, was 29.7 years. Before VR training, participants showed a mean accuracy score of 14.50 ± 5.45 and performance score of 9.64 ± 4.67 for measuring the deviation angle and diagnosing strabismus in real patients with strabismus. After VR training, they showed a significantly improved accuracy score of 22.14 ± 4.37 (p = 0.012) and performance score of 15.50 ± 1.99 (p = 0.011). According to the survey, most participants agreed on the usefulness of VR application.Conclusions: This study suggests that VR based training improves ophthalmology residents’ clinical diagnostic skills for strabismus in a short period.


10.2196/30482 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e30482
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
Andres Bustillo

Background Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. Objective This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines. Methods The identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents. Results A total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play. Conclusions The results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.


2020 ◽  
Vol 5 (1) ◽  
pp. 8 ◽  
Author(s):  
Daniel M. Blumberg ◽  
Luciano Giromini ◽  
Konstantinos Papazoglou ◽  
A. Renee Thornton

First responders experience a myriad of stressors (e.g., operational, organizational, personal) over the course of their career. An abundance of empirical evidence shows that the impact of those stressors on first responders’ health, well-being, and performance can be detrimental. Nevertheless, previous research has mainly focused on the role of a specific technique (e.g., mindfulness, breathing exercises, psychoeducation) towards the promotion of well-being among first responders. This allows us to explore the role of a single technique in supporting first responders. However, given the complexity of stressors experienced by this population, it appears that a synergistic role of multileveled intervention is imperative to promote lasting improvement in first responders’ well-being. To this end, The HEROES Project, an eight-week online training program, was developed to address the aforementioned gap in the literature. The HEROES Project incorporates lessons that aim to build a cluster of skills that together promote first responders’ wellbeing. In the present study, a sample of first responders (n = 124) from the US Midwest were recruited and completed The HEROES Project. They were assessed before and after completion of the program, and then follow-up measurements were obtained for two years following the baseline assessment. Results showed that participants with higher distress and lower psychological resources before the training benefited most from The HEROES Project, but that the training significantly improved psychological capital and reduced stress, depression, anxiety, and trauma symptoms for all participants. Clinical and training implications as well as future research directions are discussed.


2021 ◽  
Author(s):  
Gerhard Reese ◽  
Elias Kohler ◽  
Claudia Menzel

Virtual nature experiences can improve physiological and psychological well-being. While there is ample research on the positive effects of nature, both in virtual and physical settings, we know little about potential moderators of restoration effects in virtual reality settings. According to theories of needs and control beliefs, it is plausible to assume that control over one’s actions affects how people respond to nature experiences. In this Virtual Reality (VR) experiment, 64 participants could either actively navigate through a VR landscape or they were navigated by the experimenter. We measured their perceived stress, mood, and vitality before and after the VR experience, as well as subjective restoration outcome and perceived restorativeness of the landscape afterwards. Results revealed that participants’ positive affective states increased after the VR experience, regardless of control. There was also a main effect such that participants reported lower stress after the VR experience – however, qualified by an interaction showing that this was only the case in the “no control” condition. These results suggest that - unexpectedly - active VR experiences may be more stressful than passive ones, opening pathways for future research on how handling of and navigating in VR can attenuate effects of virtual nature.


2019 ◽  
Vol 8 (3) ◽  
pp. 309 ◽  
Author(s):  
Tanya Guitard ◽  
Stéphane Bouchard ◽  
Claude Bélanger ◽  
Maxine Berthiaume

The cognitive behavioral treatment of generalized anxiety disorder (GAD) often involves exposing patients to a catastrophic scenario depicting their most feared worry. The aim of this study was to examine whether a standardized scenario recreated in virtual reality (VR) would elicit anxiety and negative affect and how it compared to the traditional method of imagining a personalized catastrophic scenario. A sample of 28 participants were first exposed to a neutral non-catastrophic scenario and then to a personalized scenario in imagination or a standardized virtual scenario presented in a counterbalanced order. The participants completed questionnaires before and after each immersion. The results suggest that the standardized virtual scenario induced significant anxiety. No difference was found when comparing exposure to the standardized scenario in VR and exposure to the personalized scenario in imagination. These findings were specific to anxiety and not to the broader measure of negative affect. Individual differences in susceptibility to feel present in VR was a significant predictor of increase in anxiety and negative affect. Future research could use these scenarios to conduct a randomized control trial to test the efficacy and cost/benefits of using VR in the treatment of GAD.


2021 ◽  
pp. 193229682110278
Author(s):  
Dr Ritwika Mallik ◽  
Dr Mayank Patel ◽  
Dr Ben Atkinson ◽  
Prof Partha Kar

Background: It is estimated that 16 to 25% of patients in hospital have diabetes and 1 in 25 inpatients with Type 1 Diabetes develop diabetic ketoacidosis (DKA). It is vital that non-specialist doctors recognize and appropriately manage diabetes emergencies. Simulation training is increasingly being used in healthcare and virtual reality (VR) based educational resources is transforming medical education. This study aimed to evaluate the use of virtual reality to help non-specialist clinicians manage clinical scenarios related to diabetes. Methods: This pilot project, titled ‘DEVICE’ (Diabetes Emergencies: Virtual Interactive Clinical Education) was developed in collaboration with Oxford Medical Simulation. Fully interactive immersive VR scenarios were created to stimulate real life diabetes emergencies. Users then received personalized feedback and performance metrics. Feedback surveys were provided before and after the participation in the VR scenario. Kirkpatrick’s training evaluation model was used. Results: Thirty-nine participants from 2 hospitals in UK provided feedback up to 3 months after attending the VR education sessions. Overall feedback was extremely positive, and participants found this immersive teaching experience very helpful. After use of virtual reality scenarios, the mean trainee confidence in managing DKA (on an 8-point Likert scale) increased from 3.92 (3.38-4.47) 95% CI to 5.41 (4.79-6.03) 95% CI (statistically significant). The VR study demonstrates Kirkpatrick level 3 in the follow up survey. Conclusion: VR based training scenarios in this pilot project increased confidence in managing diabetes emergencies and demonstrated positive changes in their behavior. VR education is a safe, useful and a well-liked training tool for diabetes emergencies.


2021 ◽  
Vol 13 (4) ◽  
pp. 1995
Author(s):  
Gerhard Reese ◽  
Elias Kohler ◽  
Claudia Menzel

Virtual nature experiences can improve physiological and psychological well-being. Although there is ample research on the positive effects of nature, both in virtual and physical settings, we know little about potential moderators of restoration effects in virtual reality settings. According to theories of needs and control beliefs, it is plausible to assume that control over one’s actions affects how people respond to nature experiences. In this virtual reality (VR) experiment, 64 participants either actively navigated through a VR landscape or they were navigated by the experimenter. We measured their perceived stress, mood, and vitality before and after the VR experience as well as the subjective restoration outcome and the perceived restorativeness of the landscape afterwards. Results revealed that participants’ positive affective states increased after the VR experience, regardless of control. There was a main effect such that participants reported lower stress after the VR experience; however, this was qualified by an interaction showing that this result was only the case in the no control condition. These results unexpectedly suggest that active VR experiences may be more stressful than passive ones, opening pathways for future research on how handling of and navigating in VR can attenuate the effects of virtual nature.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
Andres Bustillo

BACKGROUND Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. OBJECTIVE This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines. METHODS The identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents. RESULTS A total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play. CONCLUSIONS The results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.


2020 ◽  
pp. 097215092093443
Author(s):  
Isaac Kazungu

This study examines the influence of network linkage on the performance of handicrafts-exporting micro and small enterprises (MSEs) in Tanzania. Quantitative and qualitative techniques were used to analyse data collected from 171owner-managers of sampled exporting handicrafts MSEs in Dar es Salaam. The study used paired sample t-test to investigate the existence of significant differences between the two sets of data (before and after networking) from independent variables. The findings indicated a significant relationship between network linkages and MSEs’ performance. The study recommends MSEs to invest in business networks which facilitate their access to market information, materials and ancillary support services. It is anticipated that the findings of this study will serve as a frame of reference for future research studies in business networking, entrepreneurship development and export trade.


2020 ◽  
Vol 12 (1) ◽  
Author(s):  
Nitin Joshi ◽  
Pankaj Bhardwaj ◽  
Praveen Suthar ◽  
Vibha Joshi

Objective: ASHA-Soft is the pioneer e-Health program which was launched to manage online payment and for monitoring performance of ASHA workers in Rajasthan. There is a paucity of studies which documents the feasibility and effectiveness of this program with aim to assess the feasibility and effectiveness of ASHA-Soft program. Methods: Study was conducted in Jodhpur using quantitative and qualitative method. Primary and secondary data approach was used to assess feasibility and effectiveness of ASHA-Soft. Purposive sampling was done to recruit 150 ASHA workers having experience of more than 5 years to capture the perception before and after implementation of ASHA-Soft. Qualitative data was also obtained from ASHA workers and key stakeholders. To assess the effectiveness secondary data was obtained from various sources was analyzed. Results: Mean age of participants were 35.51 + 6.7 years. Most of ASHAs agreed that ASHA-Soft mediated timely payment (68%) and payment according to their performance (81%). It also increased their motivational level (96%).There were no significant difference in different work experience of ASHAs and perception towards ASHA-Soft regarding timely payment (p=0.99), improving quality of life (p=0.66) and motivation level (p=0.40). This program has provided standard online procedure of online payment and monitoring for ASHAs. Incentives received by ASHAs increased to 77%, performance increased by 7% and 9% for maternal health and child health respectively within one year of its initial implementation. Conclusions: Study finding demonstrate that ASHA-Soft program is acceptable to the users and is effective in terms of meeting organizational requirement.


Sign in / Sign up

Export Citation Format

Share Document