Author, year of publication | Aim of study | Terminology | Definition of terminology (as in study) | Commercial products used |
---|---|---|---|---|
Adhikari et al., 2021 [57] | To investigate the impact of IVR sepsis game on preregistration nurses’ self-efficacy and their perceptions of the acceptability and applicability of IVR sepsis game as an adjunct to nursing simulation education | IVR (HMD) | Three-dimensional computer-based simulation that portrays a real-life situation in a computerized environment giving the user a sense of being present in the situation | NA |
Anbro et al., 2020 [24] | To evaluate changes in communication accuracy during an emergency medical simulation as a function of an interprofessional TeamSTEPPS® training | VR (HMD) | Provides an immersive audio/visual experience within a virtually simulated environment | • TeamSTEPPS® interprofessional training tool • HTC Vive VR Headsets with integrated Tobii eye-tracking sensors • SimMom® |
Atthill et al., 2021 [25] | To compare how student self-confidence and anxiety for engaging in CDM was impacted by a virtual asynchronous and face-to-face debriefing strategy after a VSG | VSG, virtual asynchronous debriefing (screen-based VR) | • VSG — the recreation of a human clinical scenario requiring the response of the learner in an evolving scenario, where they apply their nursing knowledge to determine and select critical nursing actions for a virtual patient • Virtual asynchronous debriefing — faculty-facilitated asynchronous debrief using 3D debriefing model over 48 h | NA |
Blanie et al., 2020 [26] | To compare simulation by gaming versus traditional teaching | SG (screen-based VR) | Video games were developed specifically with educational purposes. They can be computer based or use more immersive technologies such as virtual reality combined with head-mounted display | • Game developed in collaboration with LabForSIMS (simulation centre of Paris-Sud University), four nursing institutes, and a software designer Interaction Healthcare®, Levallois-Perret, France • Game developed — LabForGames Warning |
Bracq et al., 2021 [27] | To assess “Error recognition in a virtual operating room”, using a simulation scenario designed to improve situation awareness (awareness, subjective workload, anxiety, and user experience) | VR simulation (HMD) | Low-cost, realistic, easy to use, and easily configurable simulators using head-mounted displays (HMDs) which can be used to assist trainees acquire skills in a safe environment with low levels of anxiety | • HTC Vive System |
Carrard et al., 2020 [28] | To explore students’ perspective on the added value of a virtual patient (VP) simulation as part of a breaking bad news training in undergraduate medical education | VP (screen-based VR) | Computer-generated and manipulated graphical representation of a human (avatar) portraying patients in virtual environments used to train diverse medical competences such as making a diagnosis or therapeutic decisions | • Vizard 5.7 platform |
Casler et al., 2022 [29] | To compare the student debriefing experience in two methods of debriefing- automated software-generated performance feedback as the sole method of debriefing or self-review of software-generated feedback followed by an online, asynchronous, group discussion-board debriefing exercise | VS, faculty-guided asynchronous debriefing discussion (screen-based VR) | • VS — typically conducted outside of a traditional physical classroom and often involves a computer-based simulation using a virtual patient or avatar. They can also involve strategies such as virtual reality, mixed reality, and augmented reality • Faculty-guided asynchronous debriefing — debriefing strategy that combined self-review of software-generated feedback followed by an online, asynchronous, group discussion-board debriefing exercise facilitated by faculty | • i-Human (Kaplan Inc., Fort Lauderdale, FL, USA) |
Chen and Liou, 2022 [30] | To understand attitudes, perspectives, or beliefs about an AR-based assessment system for infant airway obstruction first aid training | AR (tablet- and computer-facilitated AR) | Combines computer-generated images, objects, information, or scenarios with the real-world environment and provides interactive experiences to users. Incorporates three features: a combination of real and virtual worlds, real-time interaction, and a requirement for a 3D space | • Unity (cross platform game engine) • Vuforia AR |
Cieslowski and Haas, 2023 [31] | Learner evaluation of VR experiences from student reflections and online survey | IVR (HMD) | A teaching modality that provides a three-dimensional platform which allows the end user to feel present and interact with the virtual world | • OMEN gaming laptops • Oculus Quest headsets |
Colonna et al., 2022 [32] | To develop a novel trauma VR simulator, which would differentiate competency between participants with increasing levels of training and outcomes measured: time to correct treatments | TVRSim (HMD) | N/A | • Oculus Quest VR headset |
Du et al., 2022 [33] | To create and test a scenario-based, mixed-reality platform suitable for training NTS in battlefield first aid | MR (HMD) | A platform that can blend real-world objects of training relevance with VR reconstructions of operational contexts | • HTC Vive Pro 2.0 head-mounted device • HTC controller • Unreal Engine 4 (epic games) |
Fogg et al., 2020 [34] | To evaluate the clinical judgement skills of undergraduate baccalaureate nursing students using VR | VS (screen-based VR) | Computer-based recreation of reality that places users in an autonomous role controlling the environment | NA |
Hu et al., 2022 [35] | To explore the effectiveness of a VR mobile game-based application for teaching disaster evacuation management to nursing students | Immersive VR-MGBA (screen-based VR — mobile device) | NA | NA |
Jayasundera et al., 2022 [36] | To evaluate the usefulness of VR simulation in reviewing pathophysiologic mechanisms of clinical decision-making | VR (HMD) | Generates a 360-degree experience to replicate a clinical situation via a head-mounted display (HMD) | • Oxford Medical Simulation • Head-mounted device |
Sahin Karaduman and Basak, 2023 [37] | To compare the effects of virtual and human patient simulation methods on performance, simulation-based learning, anxiety, and self-confidence with clinical decision-making scores of nursing students | VPS (screen-based VR — large tablet simulator) | Computer-based clinical scenarios that are related to real life, where students can learn the necessary knowledge and practices for managing patient care. They generally use video of patients/actors or computer-generated human-like characters known as avatars | • BodyInteract® (Body Interact Inc., Austin, T, USA) • CAE Juno® (CAE Inc., Sarasota, FL, USA) |
Pardue et al., 2022 [38] | To determine nursing students’ learning experiences when engaged in VR simulation and to explore learners’ problem-solving/clinical reasoning approaches after involvement in a VR simulation scenario | VR (HMD) | Three-dimensional environment using a headset that includes learner immersion or a sense of presence, visual feedback, and interactivity through user input or reactivity to the virtual platform | • Oxford Medical Simulation |
Kim et al., 2023 [39] | To determine the impact of mixed simulation on learning how to provide nursing care for patients with arrhythmia | 360° VR simulation followed by HFS (HMD) | VR involves the creation of three-dimensional type of content for users with a view in all directions. A 360° video (panoramic, spherical, or omnidirectional video/image) provides an immersive experience, allowing the user to explore a three-dimensional world built with 360° videos while they naturally change their viewpoints | • Insta360 Pro 2 (Arashi Vision Inc., Shenzhen, China) • Unity3D game engine (Unity Technologies, San Francisco, CA, USA) • YouTube • Oculus Quest 2 (Meta Platforms Inc., Cambridge, MA, USA) • SimMen |
Kiyozumi et al., 2022 [40] | To create VR content for the Japan Prehospital Trauma Evaluation and Care programme and verify its educational effectiveness | VR (HMD) | N/A | • IDEALENS K4 (Idealens Technology Co., Ltd., Chengdu, Sichuan, China) • GoPro Max (GoPro Inc., San Mateo, CA, USA) • Adobe Premiere (Adobe Inc., Sa Jose, CA, USA) • VR content creation system (modified CREEK & RIVER scenario branching system; CREEK & RIVER Co., Ltd., Tokyo, Japan) |
Kleinheksel, 2014 [41] | A secondary data analysis of nursing students’ performance in the digital clinical experience | VP (screen-based VR) | Create an objective learning environment by presenting each student with an identical simulation scenario, allowing more uniform opportunity to assess skills and standardize patient actors | • Shadow Health Digital Standardized Patient™ (Digital Clinical Experience) |
Lee et al., 2022 [42] | To examine the effectiveness of mental-health nursing using VR simulation on knowledge acquisition, problem-solving ability, and learning satisfaction | 360-degree VR (HMD) | Users can experience a higher sense of presence and engagement allowing them to be immersed in a virtual story | • Oculus Go — VR HMD • Gear 360 (360-degree camera) |
Lee et al., 2023 [43] | To develop a VR-based nursing education programme aimed at improving nursing students’ severity classification competency | VR (HMD) | Technology that maximizes user’s visual experience and immersion with the synthetic multi-needs of five senses. A representative, realistic media tool that enables users to have a more immersive experience of a given situation | • Oculus Quest 2 |
Mahling et al., 2023 [44] | To assess the perceptions of a large cohort of students towards VR-based training and to identify the associations between these attitudes and individual factors, such as gender and age | VR (HMD) | Immerses the user in a completely virtualized world using special head-mounted devices. A special controller allows the user to interact with the VR | • Oxford Medical Simulation • Oculus Rift S (hand tracking device, Facebook Inc.) • Alienware m15R3 (high-performance laptop, Dell computers) |
Mascarenhas et al., 2023 [45] | To create an accessible and feasible methods of educating healthcare professionals about situational awareness in the hospital | Enhanced 360-degree video technology (screen-based VR — tablet) | Improves 360-degree video technology by measuring space and adding 360-degree photos to a mesh that it creates from the dimensions, allowing the user to independently navigate through the composite images | • Matterport™ (Sunnyvale, CA, USA) |
McCallum et al., 2011 [58] | To explore nursing students’ decision-making skills through the use of a 3D virtual environment such as second life | 3D virtual environment (screen-based VR) | Residents of the virtual world can socialize, participate in individual and group activities, and create and trade virtual property in real time | • Second Life Clinical Simulation Laboratory |
Michelet et al., 2020 [46] | To focus on the impact of computer debriefing on learning acquisition and retention after a screen-based simulation training on neonatal resuscitation designed for midwifery students | Screen-based simulation Computer debriefing (screen-based VR) | NA | • Périnatsims (designed by Medusims) |
Middeke et al., 2018 [47] | To compare a serious game, the virtual accident and emergency department “EMERGE” to small-group problem-based-learning regarding student learning outcome on clinical reasoning in the short term | Serious games (screen-based VR) | Computer games designed for a serious purpose rather than pure entertainment | • EMERGE (PatientZero Games GmbH®) |
Mills et al., 2020 [48] | To compare the simulation efficacy of a bespoke VR mass casualty incident triage training simulation against a comparable live simulation scenario | VR (HMD) | A simulated environment which uses digital sound and visual effects to create an authentic experience | • Purpose-built OZO VR camera (Nokia Pty Ltd., Espoo, Finland) • Oculus Rift (Oculus, Irvine, USA) • HTC Vive Headset (HTC Corporation, New Taipei City, Taiwan) • HTC Vive Controller |
Park et al., 2022 [49] | To compare the learning effects of a virtual simulation and high-fidelity simulation in a different order of presentation, with a focus on training for premature rupture of membranes in the field maternity nursing. To obtain evidence to support decision-making regarding the most effective way to utilize simulation strategies | VS (screen-based VR) | Provides a realistic world on the computer screen offering dynamic and consistent experiences in a safe, reproducible, accessible, and standardized clinical environment | • vSim® (Laerdal Medical) |
Rim and Shin, 2022 [50] | To develop a multiuser virtual simulation program for metacognition and to evaluate the students’ satisfaction, clinical judgement, and nursing competencies | VS (screen-based VR) | Clinical simulation offered on a computer, the Internet, or in a digital learning environment, including single or multiuser platforms | NA |
Rogers, 2011 [51] | To investigate how a simulation could be optimized in Second Life to encourage teamwork and collaborative problem-solving based on the habits, experiences, and perceptions of nursing students towards Second Life as a simulation platform | CBCS (screen-based VR) | Enables learners to interact with and manipulate information and representations of an environment and synchronously communicate with other people via a digital representation known as an avatar, regardless of their location | • Second Life (Linden Laboratories) |
Saab et al., 2021 [52] | To explore nursing students’ perspectives of incorporating VR in nurse education | VR (HMD) | A wide variety of computer-based applications commonly associated with immersive, highly visual, 3D characteristics to allow the participant to look about and navigate within a seemingly real or physical world | • Wireless VR headset • Headphones • Handheld controllers with haptic/vibrational feedback |
Sara et al., 2021 [53] | To evaluate the effects of two different simulation games using a one-group pretest–posttest design | Simulation games (HMD & screen-based VR) | Artefacts (software) that replicate clinical reasoning processes in real-world situations. They can be used with different technologies, including mobile phones, tablets, computers, and virtual reality headsets | • HTC Vive Pro headset |
Watari et al., 2020 [54] | To clarify the effectiveness of virtual patient simulations for improving clinical reasoning skills among medical students and to compare improvements in knowledge or clinical reasoning skills relevant to specific clinical scenarios | VPS (screen-based VR) | NA | • Body Interact®, Coimbra, Portugal • TurningPoint® clicker, Tokyo, Japan |
Williams et al., 2020 [55] | To determine if VR supports the development of interprofessional competency knowledge | Virtual learning (screen-based VR) | Computer- or Internet-based learning environment that includes virtual worlds with avatars | • Clinispace® VR platform |
Yang and Oh, 2022 [56] | To examine the effects of a neonatal resuscitation gamification programme using immersive VR based on Keller’s ARCS model | IVR gamification program (HMD) | NA | • High-fidelity simulator (for simulation group) — Laerdal® Premature Anne |