ArticleJMIR serious games2023
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
What it found
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Who cites it
6 citing papers in PubMed, 20 citations in OpenAlex.
- Virtual Reality in Training and Assessment Among Clinical Students and Lecturers at a Nigerian University: A Phenomenological Study.JMIR medical education · 2026Article
- Development of an Immersive Virtual Reality-Based Nursing Program Involving Patients with Respiratory Infections.Bioengineering (Basel, Switzerland) · 2026Article
- Mixed Reality in Undergraduate Nursing Education: A Systematic Review and Meta-Analysis of Benefits and Challenges.Nursing reports (Pavia, Italy) · 2025Review
- Factors Influencing the Quality of Virtual Reality in Nursing Education: A Systematic Review.Computers, informatics, nursing : CIN · 2025Article
- Immersive learning in medical education: analyzing behavioral insights to shape the future of VR-based courses.BMC medical education · 2024Article
- Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study.JMIR serious games · 2024Article
Corrections and comments
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Authors and funding
8 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThe capacity of health care professionals to perform clinical procedures safely and competently is crucial as it will directly impact patients' outcomes. Given the ability of head-mounted virtual reality to simulate the authentic clinical environment, this platform should be suitable for nurses to refine their clinical skills for knowledge and skills acquisition. However, research on head-mounted virtual reality in learning clinical procedures is limited.
objectiveThe objectives of this study were (1) to describe the design of a head-mounted virtual reality system and evaluate it for education on clinical procedures for nursing students and (2) to explore the experience of nursing students using head-mounted virtual reality for learning clinical procedures and the usability of the system.
methodsThis usability study used a mixed method approach. The stages included developing 3D models of the necessary instruments and materials used in intravenous therapy and subcutaneous injection procedures performed by nurses, followed by developing the procedures using the Unreal Engine (Epic Games). Questionnaires on the perception of continuance intention and the System Usability Scale were used along with open-ended questions.
resultsTwenty-nine nursing students took part in this questionnaire study after experiencing the immersive virtual reality (IVR) intervention. Participants reported largely favorable game perception and learning experience. Mean perception scores ranged from 3.21 to 4.38 of a maximum score of 5, while the mean system usability score was 53.53 of 100. The majority found that the IVR experience was engaging, and they were immersed in the game. The challenges encountered included unfamiliarity with the new learning format; technological constraints, such as using hand controllers; and physical discomfort.
conclusionsThe conception of IVR for learning clinical procedures through deliberate practice to enhance nurses' knowledge and skills is promising. However, refinement of the prototypes is required to improve user experience and learning. Future research can explore other ways to use IVR for better education and health care purposes.
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Registered trials
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