Exploring Study on Virtual Reality Utilization Strategies in Scenario-Based Nursing Simulation: An Integrative Review

2019 ◽  
Vol 7 (1) ◽  
pp. 45-56 ◽  
Author(s):  
Hyejin Jeon ◽  
2019 ◽  
Vol 77 (4) ◽  
pp. 268-278 ◽  
Author(s):  
Alberto Luiz Aramaki ◽  
Rosana Ferreira Sampaio ◽  
Ana Caroline Silva Reis ◽  
Alessandra Cavalcanti ◽  
Fabiana Caetano Martins Silva e Dutra

ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke. Methods: Integrative review using the descriptors “rehabilitation”, “virtual reality exposure therapy” and “videogames” in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected. Results: We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5–47 adults, or adults and elders, with chronic stroke. The Nintendo Wii® was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2–12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools. Conclusions: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.


Author(s):  
Megan Brydon ◽  
Jessica Kimber ◽  
Melissa Sponagle ◽  
Jenna MacLaine ◽  
Julie Avery ◽  
...  

2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 822-823
Author(s):  
Justine Sefcik ◽  
Darina Petrovsky ◽  
Pamela Cacchione ◽  
Sungho Oh ◽  
George Demiris

Abstract It is not well understood how virtual reality (VR) is currently used by older adults who have cognitive deficits due to dementia. The aim of this integrative review was to examine and report on published research exploring VR use among older adults with dementia. We searched 3 data bases for publications and used Whittemore and Knafl’s methodology for data extraction. Out of 122 articles we identified 24 that met our inclusion criteria, 15 published in 2012 and later. Most articles (12) used VR for assessment, and the others used VR for cognitive training (5) and as an intervention (3) (i.e., for exercise). Sample sizes were 30 or fewer persons with dementia. There is heterogeneity in the types of VR equipment, experiences, and foci of assessment through VR use. We identify opportunities to further explore VR as an intervention for persons with dementia to improve quality of life.


2020 ◽  
Vol 39 ◽  
Author(s):  
Michelle Morón Araújo

Background: In the wake of the COVID-19 pandemic, the use of virtual reality in education has increased. However, it is necessary to better understand its possibilities, precision, and user perception for the development of dental teaching. Purpose: To analyze current literature about virtual reality simulation and its implementation in dental education. Methods: Articles listed in different databases (PubMed, Cochrane, Javeriana University library catalog, and SciELO) describing studies on the use of virtual simulators in dentistry teaching were identified and reviewed. Articles published between 2010 and 2020 were reviewed. Results: From a total of 1030 titles identified, 13 articles were selected to conduct the integrative review. Most of the articles were evaluations of specific cohorts who received training, mainly related to preclinical activities. Some studies were controlled clinical trials and other qualitative evaluations. Only one study had a two-year longitudinal design. In all cases, the results and perception of virtual reality simulation were positive. Conclusions: The virtual reality simulation methodology shows promising results for dental teaching.


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