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BMC Medical Education logoLink to BMC Medical Education
. 2025 Nov 13;25:1593. doi: 10.1186/s12909-025-08154-y

Immersive virtual reality based on head-mounted display in medical education: a systematic review

Wei Zhang 1,2, Ziyun Ding 1,2, Maxim Bakaev 3, Olga Razumnikova 4, Magdalena Kludacz-Alessandri 5, Jianjie Wu 6,
PMCID: PMC12613627  PMID: 41233820

Abstract

Introduction

Immersive virtual reality (IVR) based on head-mounted displays (HMD), can construct virtual learning environments for medical education. This study aims to explore the application and effectiveness of IVR in medical education.

Methods

This review followed the PRISMA guidelines and searched the databases of Web of Science, Springer Link, PubMed, IEEE Xplore, and Science Direct for controlled experimental studies published between January 1 2017 and October 1, 2025 on the application of IVR to medical education.

Results

36 studies satisfied the inclusion criteria. Among them 34 reported significantly better objective learning outcomes and 29 showed more positive subjective feedback. The findings suggest that IVR is particularly effective in areas such as clinical surgery training, anatomy education, medical skill development, and nursing education. IVR demonstrates long-term effects in medical knowledge acquirement.

Conclusions

The systematic review reveals that IVR is particularly effective in practice-based medical education. It highlights that VR demonstrates superior long-term knowledge retention and knowledge enhancement. A comprehensive evaluation of IVR use in medical education requires additional perspectives from teachers, and consideration from the dark side of IVR, i.e., technology-induced stress and time. Future IVR implementation in medical education calls for more efforts to address challenges in user adaptability, cost, privacy and regulatory compliance.

Keywords: Medical education, Virtual reality, Head-mounted display, Virtual simulations

Background

In the information age, Virtual Reality (VR) has emerged as a pioneering tool that is transforming various sectors including education. Immersive virtual reality(IVR), an advanced form of VR, allows users situating in interactive three-dimensional environments through head-mounted displays delivering visual and auditory inputs, as well as controllers equipped with haptic feedback [1]. In contrast to earlier VR systems, it features highly realistic environmental rendering, accurate object tracking, multi-sensory real-time feedback (visual, tactile, auditory) [2]. The World Federation for Medical Education updated its global standards in 2023, underscoring the necessity for medical education to integrate resources such as VR, artificial intelligence, and information technology sercices [3]. Medical training faces two key challenges: limited time for medical practice [4]and ethical dilemmas in high-risk/privacy-sensitive procedures [5]. Situated learning theory suggests that immersive, visually realistic scenarios can enhance the integration of knowledge within socially relevant contexts, enabling IVR to support the transfer and application of learning to real-world situations [6].

With ongoing technological progress, IVR has become more operable and cost-effective, alleviating many early limitations [7]. IVR platforms, such as Immersive Virtual Anatomy Laboratory have reduced task completion time by 18% and sustained retention over two months, directly addressing these challenges [810]. The COVID-19 pandemic further accelerated the adoption of VR in medical education, as lockdown measures drove a shift toward remote learning and stimulated research and implementation of immersive VR [11]. Comparative studies demonstrate that HMD-based VR classrooms outperform Zoom in presence, collaboration, and knowledge acquisition [11, 12], offering a methodological template for future evaluations. Increasing evidence indicates IVR strong potential to improve educational outcomes [13].

Nonetheless, assessing the effectiveness of IVR in medical education remains a complex task, which is crucial for establishing its superiority over traditional teaching methods. Unfortunately, many existing systematic reviews have focused on the efficacy of traditional VR systems [14]. In recent years, VR has advanced rapidly, with devices becoming lighter and more affordable, promoting its adoption in medical education [15]. However, the effectiveness and sustained impact of these newly developed applications have not been systematically evaluated. This study aims to address this gap by providing an up-to-date review of the latest evidence on IVR in medical education.

Materials and methods

The present study

This review endeavors to scrutinize the impact of IVR in medical education, examining variations in HMD types, the medical disciplines applied, participant demographics, experimental designs, and the effects of IVR interventions. To achieve this, the review poses the following research questions:

RQ1. What types of head-mounted display are adopted in medical education?

RQ2. Which disciplines of medical education does IVR apply to?

RQ3. What are the characteristics of the participants in the IVR experiments?

RQ4. How to design trials of IVR applied to medical education?

RQ5. Will IVR facilitate medical education?

Inclusion and exclusion criteria

Inclusion Criteria:

  1. Studies with focused on medical students and medical staff at any stage of education;

  2. Studies with IVR as the main intervention in medical education-related purposes, and HDMs usage is must. The details of how IVR is adopted should be explained.

  3. Studies with controlled experimental methods and measures at least one effectiveness outcome, such as participants’ skills, knowledge, self-efficacy, satisfaction, or anxiety.

Exclusion Criteria:

  1. Studies published in the form of comments, meeting abstracts, bibliography chapters, news, legal texts or letters;

  2. Studies published in a language other than English;

  3. Studies are not pertinent to medical education, such as training for patients, or teaching medical knowledge to ordinary people;

  4. Studies focus on other influencing factors of IVR in medical education, such as the impact of various models and theories.

Search strategy

This review strictly followed Preferred Reporting for Systematic Reviews and Meta-Analysis (PRISMA) statement. The protocol was registered in the International Prospective Register of Systematic Reviews (PROSPERO) (number: CRD420251025298). It explored 5 databases, including Web of Science, Springer Link, PubMed, IEEE Xplore and Science Direct from January 1, 2017 to October 1, 2025. VR gained significant public attention in 2016, prompting numerous companies to develop related devices. However, as empirical research on VR applications remained scarce that year, the literature search for this study begins in 2017 to better capture subsequent research trends.

For databases, Web of Science, Springer Link and Science direct are comprehensive databases, while PubMed covers biomedical and health research, and IEEE Xplore focuses on computer science. In addition, references to relevant published reviews were checked to include any studies that might be useful and overlooked.

According to the key issue strategy PICOS (research population, intervention measures, control measures, outcome indicators, research design), after a preliminary database search, the following search formulas were composed: (“virtual reality” OR metaverse OR “virtual environment”) AND (train OR teach OR educat* OR learn) AND (medical*) AND (“controlled trials” OR RCT OR experiment).

Critical evaluation

The search was conducted jointly by two graduate students specializing in Medical Information Management. Both researchers had prior experience of English literature retrieval and received systematic training in the screening process. Prior to the search the two researchers developed an initial framework for the screening with the first author. In cases where disagreements arose regarding certain studies, the discrepancies were solved by the third reviewer (the first author). Of the 947 studies identified, 83 duplicate studies were deleted, and 139 studies were ultimately selected for full-text screening. Finally, a total of 36 studies were included for the review. Figure 1 shows the details.

Fig. 1.

Fig. 1

Flow Chart of the Screening Process

Synthesis method

The included studies were limited to controlled trials. Substantial heterogeneity was observed across several dimensions, including participants and learning content, composition of control groups, and outcome measures. We did not conduct a meta-analysis for its heterogeneity. Effectiveness was synthesized according to the respective study reports. The data extracted from each study included, the year of publication, the study location, the HDM model, the characteristics of the participants, the intervention adopted, the evaluation of the effectiveness, main results, etc. The details are presented in Appendixes 1–2.

Quality assessment

Two reviewers independently assessed the risk of bias using the Cochrane risk of bias tool [16]. The assessment included the following domains: random sequence generation, allocation concealment, blinding of participants and personnel, blinding of outcome assessors, completeness of outcome data, and selective outcome reporting.

Studies were rated for overall risk of bias as follows:

  1. High risk of bias: if at least one key bias domain was rated as high.

  2. Unclear risk of bias: if two or more key bias domains were rated as unclear.

  3. Low risk of bias: if no high-risk biases were present and less than two unclear risks remained.

Results

Risk of bias

In total, our assessment identified 11 studies as being at high risk of bias, while 25 were deemed to have unclear or low risk. Many studies had the absence of detailed information regarding the blinding of participants and the blinding of outcome assessors. For participant blinding, there were exchanges between some of the experimental and control groups that prevented confidentiality of the intervention conditions in the different groups. Furthermore, the absence of blinding between instructors and participants may have introduced assessment bias, particularly in outcomes involving subjective evaluation. Additionally, some trials exhibited a risk of bias in random sequence generation, particularly those that allocated participants based on pre-existing characteristics, such as grouping by professional seniority, rather than through genuine randomization [17].

Most of the experiments provided descriptions of random sequence generation, allocation concealment, handling of incomplete outcome data, and selective reporting, which were assessed to be at low risk of bias. The specific results of these assessments are shown in Fig. 2.

Fig. 2.

Fig. 2

Risk of Bias Graph and Summary

General results

This review encompassed a total of 36 studies. Regarding the year of publication, there has been fluctuation in the number of studies since 2017. However, an overall upward trend has been observed in recent years, as illustrated in Fig. 3. Notably, the publication reached the top in 2022 with ten studies. For further details, refer to Appendix 1.

Fig. 3.

Fig. 3

Publication Year of the Included Studies

In terms of research sites, 26 of 36 studies (72%) were conducted in developed countries, with only ten studies taking place in developing nations. Specifically, China occupied a leading position with six studies, and followed closely by the United States with five studies. There were four studies from Denmark and South Korea, while three studies from Japan. Two studies from Australia and Turkey. In addition, Ireland, Austria, Germany, Canada, Portugal, Switzerland, Singapore, Spain, Brazil and Iran each contributed one study.

RQ1: IVR and Head-mounted display

All included studies utilized HMDs to create immersive virtual environments. Specifically, 30 studies employed high-end HMDs, three utilized lower-end models, and another three did not specify the exact display models. A detailed list of the HMDs is provided in Appendix 1.

Among the high-end HMDs, 15 studies utilized the Oculus series, eight employed the HTC VIVE series, two used Meta Quest series, and one study used the Pico Neo series. These premium HMDs, which offer the capability to connect with additional controllers, touchpads, or models for haptic feedback and are generally priced over $300, provide a relatively high level of immersion. Neves’ study used the M300XL Vuzix series HMD [18], which not only offers enhanced network performance and immersion but also accommodates users wearing vision correction glasses. Furthermore, three studies incorporated IVR surgery simulators. Zhang Z used the EYEsi VR magic ophthalmic surgery simulator for teaching ophthalmic microsurgery [19], while Martin Frendø employed the visible ear simulator version 3.0 [20]. McKinney B constructed a virtual operating room using the Osso VR series HMD, known for its professional environmental effects and guidance feedback [21].

Two studies used the Oculus Gear VR headset with relatively low immersion, but its advantage is that the cost is low and the price is only $99 [22, 23]. In addition, another three studies explicitly stated the use of VR HDM, but did not provide a specific model of HDM [2426].

RQ2: medical disciplines

For the 36 studies, 24 were in the clinical medicine, five focused on nursing education and another seven on medical skills. The pedagogical content and education disciplines of each study are shown in Appendix 1.

In 24 clinical surgical studies, 14 are teaching medical surgery. Two studies concentrated on unicompartmental knee arthroplasty, utilizing the SawBone model to assess surgical procedures [21, 26]. Knotting and suture techniques in clinical surgery were the focus of two additional studies, including the reef knot [23]and single-line interrupted suture [18]. A study on teaching how to manipulate surgical instruments and set up an instrument Table [27]. The remaining nine studies covered a range of surgical topics, including total hip arthroplasty [28], cochlear implant surgery [20], aneurysm clipping [17], lumbar transforaminal epidural block [29], ophthalmic microsurgery [19], laparoscopic salpingectomy [30], cesarean Sect [31]., acute intrapartum shoulder dystocia [32]and orthognathic surgery [33].

Six studies addressed the teaching of anatomy education [3439]. Two study focused on cardiopulmonary resuscitation [25, 40]. The remaining two studies explored distinct areas. Sapkaroski’s study examined VR communication scenarios with claustrophobic patients [41], and Mansoory’s study delved into oral medicine, employing Unity 3D to create models for dental surgery instruction [22].

In the realm of nursing education, three of the five studies targeted specialized populations for distinct nursing services, including memory rehabilitation nursing for elderly patients with dementia [24], care for patients with arrhythmias [42], and neonatal resuscitation care [43]. Lo’s study developed varied scenarios for nasogastric tube feeding without limiting the care recipients [44]. While, Zabaleta’s study focuses on developing nursing competencies for operating room nurses [45].

Seven studies focused on medical skills with medical examinations and videography, such as bronchoscopy training [46], basic clinical ultrasound skills training [47], radiography [48], X-ray localization [49], interventional radiology [50], Radiation safety [51] and cardiac point-of-care ultrasound [52].

RQ3: characteristics of experimental participants

The total number of the participants in the 36 studies was 1,982, ranging from 14 medical students [28] to 144 nursing students [40]. The participants adhered strictly to the experimental protocols, completing both the experiments and subsequent evaluation analyses. Further details are presented in Appendix 1.

22 of the studies involved medical students, and nine studies engaged doctors or nurses as the participants. Predominantly, the participants were first- and second-year college students or novice doctors, as the recruitment criteria stipulated that participants should not have prior exposure to the relevant knowledge or skills. Additionally, five studies included both medical students and doctors, facilitating comparative analyses among participants with varying levels of experience. For instance, Greuter observed no significant effect of 3D VR models on aneurysm detection among doctors, whereas students experienced a significant reduction in measurement time (26.95 ± 35.39 vs. 59.16 ± 44.60 s, p = 0.015) [17].

In addition, seven studies have some drop-outs either for time conflicts or physical discomfort. Most studies have a dropout rate of less than 10%, but in Moll’s study [37], 23 of the 120 participants (19%) dropped out of the experiment because of conflicting course schedules, and eight students dropped out because of illness [25].

RQ4: IVR experiment design

All experimental designs included in this review are controlled trials. Among them, 34 are RCTs, and one study is a controlled experiment [42], and another one was a non-randomized controlled experiment [43]. Detailed experimental information is provided in Appendix 2.

A total of 32 studies compared the efficacy of IVR teaching with traditional teaching methods, including 2D images, PowerPoint presentations, electronic resources, lectures, and traditional model materials. Two studies compared IVR with ordinary VR [36, 46]. Additionally, one study established three groups to compare IVR, ordinary VR simulation, and online lectures [43]. This review also considered studies where immersive VR served as a control group compared to other learning methods, such as an ophthalmic microsurgery study that assessed whether grape simulation could achieve the effects of immersive VR course training [19].

Regarding intervention duration, 13 studies did not specify the duration of the IVR intervention, with the shortest intervention time of 20 min [38], and the longest intervention time of 120 min [20]. The vast majority of the experimental designs focused solely on the short-term learning outcomes among medical students, with assessments conducted immediately after a single teaching session. Only three studies included a follow-up knowledge retention test administered two months after the intervention, all of which indicated better long-term knowledge retention with VR. For example, Stepan’s study conducted a retention test two months post-intervention [38]. Moreover, most IVR interventions were just one-time learning, only two study performed ten exercises [33, 39].

RQ5: the effectiveness of VR in medical education

This review evaluates whether IVR can facilitate the development of medical education based on two key aspects: objective effectiveness and subjective effectiveness. Objective measures include metrics such as task completion time, operational accuracy, and test scores, whereas subjective measures encompass self-reported perceptions, satisfaction levels, and learning confidence. IVR is considered beneficial for advancing medical education if it demonstrates non-inferiority or superiority compared to traditional teaching methods.

Based on the key evaluation indicators, IVR in medical education was effective in most studies, or at least served as a viable alternative to traditional teaching methods. 36 studies examined objective effects, with only two reporting that VR effects were inferior. In contrast, 30 studies focused on subjective effects, with only one indicating worse outcomes. The distribution of results is illustrated in Fig. 4, and the specific results of each study are detailed in Appendix 2.

Fig. 4.

Fig. 4

Distribution of Subjective and Objective Results

In terms of objective effects, 34 studies demonstrated either an enhancement or no significant difference between the experimental and control groups’ results. Notably, no adverse outcomes were observed in nursing education, anatomy education, or communication and collaboration education. Among the two studies that reported worse results, Frederiksen compared IVR with traditional VR and found that the high cognitive load associated with IVR significantly decreased performance for most simulator metrics [30]. Similarly, Kato’s study on radiographic technology, found that skill proficiency related to palpation and patient interaction was significantly lower in the VR group compared to the conventional X-ray group [48].

In terms of subjective effects, the IVR group performed better, with most of the studies mentioning that using IVR improves interest in learning, self-confidence. In addition, two studies focused on cognitive load, but one study showed that although the IVR group scored significantly higher than the control group in terms of external goals, task value, and satisfaction, they also experienced higher cognitive load [44]. Frederiksen reported that cognitive load during IVR and traditional VR simulation increased by 66% and 58%, respectively (the difference was significant, p < 0.001). In the IVR group, mild stressors led to a further increase in cognitive load by 15.2%, severe stressors by 43.1%, while the traditional VR group just experienced an increase of 23% [30].

Finally, seven studies reported adverse effects of VR on medical education, such as discomfort and motion sickness. In a study on aneurysm clipping, one participant (5%) described IVR-related side effects such as dizziness or nausea [17]. In Mitani’s study, one student (1%) had VR sickness [50]. In a study using VR to teach cardiac anatomy, four participants (17%) reported physical symptoms including nausea, headache, and dizziness, with one participant discontinuing the VR experience after 10 min due to dizziness [37]. One study found that although there was no vertigo, a small number of users experienced other adverse effects, including user fatigue and neck discomfort caused by using HMDs [35]. Besides, in Zabaleta’s study, 30 participants (54%) reported one or more mild symptoms, in descending order: blurred vision (25 participants), difficulty focusing vision (14 participants), and sweating (10 participants) [45].

Discussion and conclusions

The effectiveness of IVR in medical education

Consistent with previous studies, this review concluded that IVR is predominantly utilized for clinical surgery education, particularly in teaching scenarios such as surgical manipulation, nursing, anatomy, clinical diagnosis, and doctor-patient communication [41]. This preference is largely attributed to the technical attributes of VR, with its interactivity allowing learners to rehearse in a simulated setting, thereby enhancing their procedural skills and decision-making capabilities.

Furthermore, this review revealed that VR can enhance subjective learning experiences, such as interest and confidence. The increase in confidence is likely due to the accumulation of practice sessions [53]. Subjective feelings, including satisfaction and motivation, can not only directly influence learning outcomes [54], but also serve as mediating or moderating variables on learner competence, which subsequently impacts academic achievement [55].

Long-term knowledge retention and knowledge enhancement

Unlike previous reviews, this review specifically investigates the effectiveness of VR in knowledge enhancement among populations with varying levels of prior experience, as well as its long-term knowledge retention outcomes. Extant studies mainly investigate the effectiveness of new medical student’ learning new medical knowledge using VR. Only six studies have compared the effectiveness of VR for students with varying levels of experience [17]. However, the essence of education extends beyond the mere transmission of new knowledge. In line with the theory of lifelong learning, education also underscores the reinforcement of knowledge, its long-term retention, and the deepening and enhancement of that knowledge [56].Although VR has shown potential in facilitating the acquisition of new knowledge in medical education, no in-depth research has yet explored its effectiveness in advancing medical students’ knowledge and skills from novice to expert levels. Consequently, there is an imperative for future research to address this gap, thereby enabling a more holistic assessment of the value and potential of VR technology in medical education.

This review believes that the superior retention of knowledge is a distinct advantage of VR technology over other teaching methods, an area that has received scant attention among current research. Only Koucheki’s and Xie’s conducted knowledge retention tests with two-month post-experiment, revealing that the VR group performed comparatively better [24, 35]. This outcome may stem from the immersive VR experience stimulates students’ interest and enthusiasm, enabling them to engage more deeply with the learning content, and thereby enhancing the learning effect [57, 58]. Furthermore, this emotional engagement is more likely to trigger intrinsic learning motivation [58], foster enthusiastic participation, diminish the perceived difficulty of learning materials, and bolster knowledge retention and learning transfer [57].

Evaluating the effectiveness from the teachers’ perspective

Existing studies predominantly evaluate teaching effectiveness from the students’ perspective. While they often overlook the role of another key participant in the educational process—the teacher. Studies indicate that the introduction of new teaching methodologies and the associated stress of integrating new technologies can lead to physical, social, and psychological challenges for teachers [59]. One such challenge is burnout syndrome, characterized by exhaustion and burnout resulting from increased demands [60]. This syndrome can significantly impact teachers’ performance levels, thereby affecting the overall effectiveness of medical education [61].

In light of these findings, this review advocates for the inclusion of teachers’ perspectives within existing IVR assessment frameworks to evaluate the true effectiveness of VR in medical education comprehensively [62]. Factors such as teachers’ acceptance of IVR technology, the pressure they experience in utilizing it, and their efficiency in preparing for lectures are crucial in assessing the impact of IVR on medical education [63]. An evaluation strategy that incorporates these factors can not only uncover the direct influence of IVR technology on student learning outcomes but also delve into its potential effects on teaching activities and overall teaching efficiency. This approach offers a more holistic and scientifically grounded basis for the continued refinement and expansion of IVR technology within the medical education sector.

Future of IVR in medical education

The widespread application of IVR technology in medical education must address ethical, legal, and social concerns. The Ethical Guidelines for Virtual Reality Technology Research and Development issued by China’s Ministry of Science and Technology in April 2025 provide crucial regulatory frameworks for the advancement of VR-based medical education. These guidelines also highlight the necessity of balancing technological innovation with ethical compliance in future IVR applications for medical training. Furthermore, it is recommended to promote the formulation of industry standards to facilitate deeper integration between IVR technology and traditional medical education. Issues such as protecting the privacy of feedback data generated by students using IVR devices [64], and the potential for IVR education to exacerbate educational inequities must be considered [65]. Currently, no studies indicate adherence to national legal standards for the application of IVR in medical education. Given the critical nature of medical education to public health, the introduction of policies and standards is essential when implementing new technologies like IVR to ensure their effectiveness and safety.

Limitations

This review had limitations. Solely English publications were included, which could have led to the exclusion of relevant studies in other languages. Furthermore, the focus of this review was on compared trials in the field. Not all gray literature was screened, which could have also led to the exclusion of suitable studies. Future research could incorporate comparative experimental studies between VR and other technologies, such as Augmented Reality (AR) and Mixed Reality (MR), to further analyze the effectiveness of VR in medical education.

Acknowledgements

Not applicable.

Abbreviations

VR

Virtual Reality

IVR

Immersive virtual reality

HMD

Head-mounted display

PRISMA

Preferred Reporting for Systematic Reviews and Meta-Analysis

PROSPERO

Prospective Register of Systematic Reviews

Appendix: Studies included in the review

The 36 publications included in the systematic review are listed in Appendix 1-2. Prisma Checklist is Appendix 3.

Appendix 1

Head-mounted displays, educational content and participants

Serial Number Author+year Title Area Head-mounted display Educational content Experimental participants Num Drop out
1 Xie Z,2023 [24] Using Virtual Reality in the Care of Older Adults With Dementia: A Randomized Controlled Trial China Using VR HDM (brand and model not specified) Memory rehabilitation for elderly dementia patients sophomores majoring in Intelligent Health and Elderly Care Service Management 38 2 did not complete the experimental study due to illness.
2 Lo YT,2022 [44] Effectiveness of immersive virtual reality training in nasogastric tube feeding education: A randomized controlled trial Taiwan, China HTC VIVE Focus Plus Nasogastric tube feeding >= 20-year-old nursing students 107 None
3 Frend M, 2022 [20] Cochlear Implant Surgery: Virtual Reality Simulation Training and Transfer of Skills to Cadaver Dissection-A Randomized, Controlled Trial Denmark Visible Ear Simulator (VES) 3.0 version Cochlear implant (CI) surgery ENT resident physicias 18 None
4 Kim SK,2023 [42] Constructing a Mixed Simulation With 360° Virtual Reality and a High-Fidelity Simulator: Usability and Feasibility Assessment the republic of Korea Oculus Quest 2 Providing care for patients with arrhythmia Nursing students 48 One participant answered insufficiently
5 Greuter L, 2021 [17] Randomized study comparing 3D virtual reality and conventional 2D on-screen teaching of cerebrovascular anatomy Switzerland HTC Vive, Valve HTC Earphones Aneurysm clipping surgery Neurosurgery resident doctors and medical students in grades 4-6 20 None
6 McKinney B,2022 [21] Virtual Reality Training in Unicompartmental Knee Arthroplasty: A Randomized, Blinded Trial U.S.A Osso VR Surgery for unicompartmental knee arthroplasty (UKA) Orthopedic resident physicians with different training years (PGY 1 to 5) 22 None
7 Neves Lopes V,2022 [18] Telestration in the Teaching of Basic Surgical Skills: A Randomized Trial Portugal M300XL Vuzix,Corp,Rocheste Basic surgical skills include five suture techniques: single line intermittent suture, cross pad suture, horizontal pad suture, vertical pad suture, and simple continuous suture. No professional grade specified 20 None
8 Koucheki R,2023 [35] Immersive Virtual Reality and Cadaveric Bone are Equally Effective in Skeletal Anatomy Education: A Randomized Crossover Noninferiority Trial Canada Oculus Quest 2 Skeletal Anatomy Education First year medical students 50 None
9 Kim JY,2023 [29] Virtual reality simulator's effectiveness on the spine procedure education for trainee: a randomized controlled trial the republic of Korea Oculus Quest 2 Lumbar Transforaminal Epidural Block (LTFEB) First or second year anesthesiology and pain medicine resident physicians 20 None
10 Andersen AG, 2023 [46] Preparing for Reality: A Randomized Trial on Immersive Virtual Reality for Bronchoscopy Training Denmark HTC VIVE Pro Eye Bronchoscopy training Junior doctors who received training in the first year 34 one did not complete the intervention
11 Zhang Z,2023 [19] Skills assessment after a grape-based microsurgical course for ophthalmology residents: randomised controlled trial China EYEsi VR magic Ophthalmic microsurgery First year ophthalmic resident physicians 83 None
12 Mansoory MS,2022 [22] A study to investigate the effectiveness of the application of virtual reality technology in dental education Iran Oculus Gear VR Dental education Six-year dental students 50 none
13 Frederiksen JG,2020 [30] Cognitive load and performance in immersive virtual reality versus conventional virtual reality simulation training of laparoscopic surgery: a randomized trial Denmark Oculus Rift VR Laparoscopic salpingectomy First year resident physicians 31 None
14 Stepan K, 2017 [38] Immersive virtual reality as a teaching tool for neuroanatomy U.S.A Oculus Rift VR Clinical Anatomy Teaching First and second year medical students 66 None
15 Patel N,2021 [37] Stereoscopic virtual reality does not improve knowledge acquisition of congenital heart disease U.S.A HTC Vive Pro Anatomy of congenital heart disease (CHD) in the atrioventricular canal Having a background in anatomy or medicine, without specifying any other information 51 None
16 Moll-Khosrawi P,2022 [25] Virtual reality as a teaching method for resuscitation training in undergraduate first year medical students during COVID-19 pandemic: a randomised controlled trial Germany Using VR HDM (brand and model not specified) Basic Life Support (BLS) Training First year undergraduate medical students 88 31 participants were excluded due to course or physical reasons
17 Rosenfeldt Nielsen M, 2021 [47] Clinical Ultrasound Education for Medical Students: Virtual Reality Versus e-Learning, a Randomized Controlled Pilot Trial Denmark Pico Neo Interactive Inc Basic Clinical Ultrasound Skills Training Medical students without specified major grade 20 None
18 Yang SY,2022 [43] The effects of neonatal resuscitation gamification program using immersive virtual reality: A quasi-experimental study the republic of Korea Oculus Rift VR Neonatal resuscitation nursing Nursing students before obtaining their license 83 Two VR volunteers did not participate in program,
19 Kim HJ,2024 [31] Immersive virtual reality simulation training for cesarean section: a randomized controlled trial the republic of Korea Oculus Quest 2 Cesarean section surgery (CS) Medical students in their third year of medical school (18/105), interns (1/105), resident physicians (57/105), and faculties and staffs 105 None
20 Kurul R,2020 [36] An Alternative Method for Anatomy Training: Immersive Virtual Reality Türkiye Oculus Rift VR Anatomy skills Students majoring in Physical Therapy and Rehabilitation in their first year of undergraduate studies 72 None
21 Zaid MB,2022 [26] Virtual Reality as a Learning Tool for Trainees in Unicompartmental Knee Arthroplasty: A Randomized Controlled Trial U.S.A Using VR HDM (brand and model not specified) Surgery for unicompartmental knee arthroplasty (UKA) Resident orthopedic physician or fourth year medical students 22 None
22 Sapkaroski D,2022 [41] Immersive virtual reality simulated learning environment versus role-play for empathic clinical communication training Australia Oculus Rift VR Clinical communication First year medical students majoring in radiation technician 79 None
23 Falcone V,2024 [32] Impact of a virtual reality-based simulation training for shoulder dystocia on human and technical skills among caregivers: a randomized-controlled trial Austria Oculus Quest 2 Acute shoulder dystocia (SD) during labor Resident physicians, attending physicians, midwives, and medical students in their final year at the medical school 61 Three people did not complete it
24 Hu KC,2020 [34] Impact of virtual reality anatomy training on ultrasound competency development: A randomized controlled trial Taiwan, China HTC VIVE Anatomy Third year medical students in medical school 101 None
25 Wan T, 2024 [33] Effectiveness of immersive virtual reality in orthognathic surgical education: A randomized controlled trial China HTC VIVE Pro Orthognathic Surgical Procedures Fifth grade medical students 20 None
26 Kato K,2022 [48] Radiography education with VR using head mounted display: proficiency evaluation by rubric method Japan HTC Vive Pro Radiographic technology First grade students at the Radiological Technician Training School 30 None
27 Yoganathan S,2018 [23] 360° virtual reality video for the acquisition of knot tying skills: A randomised controlled trial Ireland Oculus Gear VR Knotting skills, especially one handed reef knots First year graduate medical students 40 None
28 Hooper J,2019 [28] Virtual Reality Simulation Facilitates Resident Training in Total Hip Arthroplasty: A Randomized Controlled Trial U.S.A Oculus Rift VR Total hip arthroplasty (THA) First year orthopedic resident physicians in graduate school 14 None
29 Sapkaroski D,2019 [49] Quantification of Student Radiographic Patient Positioning Using an Immersive Virtual Reality Simulation Australia Oculus Rift VR Hand front back and oblique hand X-ray positioning First grade radiology students 76 None
30 He Y,2024 [39] Enhancing medical education for undergraduates: integrating virtual reality and case-based learning for shoulder joint China HTC VIVE-Pro Anatomy Third-year undergraduates 82 None
31 Mitani H,2025 [50] Effectiveness of a virtual reality-based interventional radiology simulator for medical student education Japan Using VR HDM (brand and model not specified) Interventional radiology (IR) Groups of four to five students 97 Two students in the VR–IR simulator group were excluded due to VR sickness and simulator malfunction.
32 Bodur G,2025 [40] Evaluating the effectiveness of virtual reality simulation in cpr training for nursing students: A randomized controlled trial Turkey Oculus Quest 2 headsets Cardiopulmonary resuscitation(CPR) Nursing students 144 None
33 Mwangi W,2025 [51] Comparative Effectiveness of Immersive Virtual Reality and Traditional Didactic Training on Radiation Safety in Medical Professionals: A Crossover Study Japan Meta Quest 2 HMD Radiation safety Medical professionals from cardiac catheterization laboratories and orthopaedic theatres 39 None
34 Khoo C,2025 [52] Self-Directed Virtual Reality-Based Training versus Traditional Physician-Led Teaching for Point-of-Care Cardiac Ultrasound: A Randomized Controlled Study Singapore Oculus Quest 2 headsets Cardiac point-of-care ultrasound (POCUS) Medical students with no prior formal ultrasound training 43 None
35 Zabaleta J,2024 [45] Clinical trial on nurse training through virtual reality simulation of an operating room: assessing satisfaction and outcomes Spain Meta Quest 2 HMD Nursing Nurses without prior thoracic surgery experience 56 None
36 Camargo,CP 2025 [27] Virtual reality and traditional training in surgical instrumentation: A non-inferiority comparative study Brazil Oculus PiCO2 Manipulate the surgical instruments and set an instrument table First-year surgery programs of both genders 24 None

Appendix 2

Experimental process and results

Author+
year
Experimental group Control group Duration Indicators Objective Subjective Adverse effects
Xie Z,2023 [24] VR simulation environment role-playing using conventional prop methods Not specified Assessment of PANAS Scale Scores and Final Exam Scores at Each Stage The PA score showed an increase over time, with the intervention group showing a more significant increase. The NA score decreases over time, with little difference between groups. The average total SUS score was 83.68 (SD=9.44), exceeding the threshold of 60, indicating that the system provided a user-friendly experience. Not available
Lo YT,2022 [44] IVR simulation 2D video 35 mins Knowledge test results (pre-test and post test), learning motivation, self-efficacy, cognitive load, and satisfaction The difference in scores between the two groups of knowledge tests was not significant, but both groups showed a significant improvement in knowledge scores after intervention: the IVR group scored 7.75 to 8.85 (t=-6.48, p<0.001), while the control group scored 7.35-8.72 (t=-5.45, p<0.001), but the difference between the groups did not reach statistical significance (t=-0.54, p>0.05). The cognitive load and satisfaction of the IVR group were significantly higher than those of the control group (t=2.335 and t=2.297, p<0.05), and the effect size was moderate (d=0.456 and 0.458) Not available
Frend M, 2022 [20] CI VR simulator Laboratory teaching 120 mins Anatomy performance score, self orientation, and VR performance The average score of the intervention group was 22.9 points, with the highest score of 44 points, which was 5.4% higher than the control group's 21.8 points (P=. 51). On average, the intervention group required 1.3 sessions of assistance during the corpse drilling process; In the control group that received help 1.9 times, the incidence of this condition was 41% higher (P=. 21). The addition of cochlear implantation virtual reality training to basic mastoidectomy virtual reality simulation training did not lead to a significant improvement of performance or self-directedness in this study.  Not available
Kim SK,2023 [42] 360 ° VR simulation Teacher lecture discussion 120 mins Assessment of mastery of arrhythmia nursing knowledge, decision-making ability, anxiety level, and emotional response The mixed simulation group showed greater progress in knowledge。 With higher decision-making abilities in "knowing and acting" (P=. 025) and "seeking information from teachers" (P=. 049), and lower anxiety in "utilizing resources to collect information" (P=. 031). The study participants achieved good empathy (3.28 ± 0.72) and enjoyed the program (4.56 ± 0.60). They are satisfied with the plan (4.48 ± 0.65). Not available
Greuter L, 2021 [17] 3D VR 2D images Not specified Accuracy of aneurysm detection time and location description, subjective impression Overall, compared with 2D images, the detection time of aneurysms in 3D VR models is shorter, with a statistically significant trend (25.77 ± 37.26 vs 45.70 ± 51.94 seconds, p=0.052). No significant difference was observed among residents (3D VR 24.47 ± 40.16 vs 2D 33.52 ± 56.06 seconds, p=0.564), while among students, the use of 3D VR models significantly shortened the detection time of aneurysms (26.95 ± 35.39 vs 59.16 ± 44.60 seconds, p=0.015). Most participants (90%) preferred the 3D VR models for aneurysm detection and description. One participant (5%) described VR related side effects such as dizziness or nausea.
McKinney B,2022 [21]  Immersive VR for UKA surgical training Traditional technique guidelines for UKA surgical training 60 mins The completion quality, time, accuracy, and subjective motivation of surgical steps Doctors trained using immersive VR correctly performed more steps (33 vs. 27, step<0.01) and completed their procedures in significantly faster time (26.7 vs. 35.4 minutes, page<0.01). They also scored higher in all global assessment categories, reaching significance in 4 out of 5 categories. Subjective questionnaire responses demonstrated positive feedback within both groups with a trend toward virtual reality. Not available
Neves Lopes V,2022 [18] Remote VR teaching Traditional on-site guidance teaching Not specified Time, quality standards, self-assessment, and confidence Most sutures do not show statistically significant differences. However, this situation exists in both cross mattress sutures (p=0.05) and simple continuous sutures (p=0.01), which affects the total time spent performing all exercises (p=0.04). In these projects, students in the telemetry group have faster speeds. On a global scale, participants in remote teaching groups found the device to be very comfortable to use (4.30 [SD 0.68]). Three out of ten students have no difficulty using smart glasses, with an average classification of 3.70 (SD 1.34). Not available
Koucheki R,2023 [35] Immersive VR learning of skeletal anatomy  Real bone model learning of skeletal anatomy 30 mins Knowledge test scores, subjective feelings The percentage increase in scores between pre intervention and post intervention knowledge tests was 15.0% in the upper limb IVR group and 16.7% in the upper limb skeletal group (p=0.286). For the lower limbs, the IVR score increased by 22.6%, and the score for the cadaver group increased by 22.5% (p=0.936). 79% of participants found that IVR is most valuable for teaching 3D orientation, anatomical relationships, and key landmarks. Most participants support the combination of traditional methods and IVR technology for learning skeletal anatomy (LSM>3). No dizziness, but a small number of users have noticed other adverse effects, including user fatigue and neck discomfort caused by using HDM
Kim JY,2023 [29]  VR simulation LTFEB training plastic spine covered with foam education 60 mins Checklist score, overall score, duration of surgery (in seconds), number of C-arms taken, and satisfaction score The group using the simulator showed higher overall rating scores (P=0.014), less program time (P=0.025), reduced C-arm usage (P=0.001). Compared with the pre training scores, both groups showed an increase in their checklist scores (V group, P=0.004; C group, P=0.041). There was no statistically significant difference in the degree of change in checklist scores between the two groups before and after training. Higher overall satisfaction scores (P=0.007) Not available
Andersen AG, 2023 [46] Trained bronchoscopy simulator using HMD in iVR environment Trained on the same bronchoscopy simulator but without using HMD 30 mins Diagnostic integrity (%), structured progression score, program time (seconds), hand movement measurement, heart rate variability, Surg TLX total score. The pre group scored significantly higher in terms of diagnostic integrity (100 i.qr. 100-100 vs. 94 i.q.r. 89-100, p-value=0.03) and structural progression (16 i.qr. 15-18 vs. 12 i.qr. 11-15, p-value=0.03), but in terms of surgical time (367 seconds standard deviation [SD] 149 vs. 445 seconds SD 219, p-value=0.06) or hand movement (-1.02 IQR -1.03- [-1.02] vs. -0.98 IQR -1.02- [-0.98], p-value=0.27). The heart rate variability of the control group decreased (5.76 i.q.r. 3.77-9.06 vs. 4.12 i.q.r. 2.68-6.27, p=0.25). There was no statistically significant difference in the total score of Surg TLX between the two groups. There was a slight tendency for the HRV to be lower in the control group (median 5.76, i.q.r. 3.77–9.06) than in the iVR group (median 4.12, i.q.r. 2.68–6.27). This was however not significant (p = 0.25). In addition, there was no significant difference in total Surg-TLX points between the two groups (p = 0.77). Not available
Zhang Z,2023 [19] Training on grape based microsurgery course VR based course training Not specified Suture performance score, changes in confidence after training, economic investment, and usability analysis Group A participants were superior to Group B participants in terms of suture span (p<0.05) and suture thickness (p<0.05). Meanwhile, participants in Group A exhibited better tissue protection during the incision suture task (p<0.05). There was no statistically significant difference in the total score of corneal incision suturing and circular joint capsule incision between group A and group B (6.50 ± 0.1 vs 6.29 ± 0.1, 6.19 ± 0.2 vs 6.15 ± 0.2; p=0.26 and 0.87, respectively). Group A showed a more positive attitude to withstand the training for more than 4 hours (p<0.001), as well as a higher willingness to receive more times of the training in the future (p<0.001). Not available
Mansoory MS,2022 [22]  Teaching using VR technology Traditional face-to-face and demonstration techniques were used for teaching Not specified Skill test scores, subjective satisfaction The average score of the experimental group students (16.92 ± 1.12) was significantly higher than that of the control group (16.14 ± 1.18). Most students (76%) are very satisfied with using this technology in their learning process. Not available
Frederiksen JG,2020 [30] Immersive VR training Traditional VR teaching Not specified Surgical completion time, damage to surrounding tissues (thermal therapy injury and blood loss), efficiency of instrument movement, motion sickness Immersive VR also leads to significant performance degradation of most simulator metrics. Compared to the baseline, the cognitive load during immersive VR and traditional VR simulations increased by 66% and 58%, respectively (p<0.001). In the immersive VR group, mild stressors further increased cognitive load by 15.2%, severe stressors increased by 43.1%, while the traditional VR group (severe stressors) increased by 23%. Not available
Stepan K, 2017 [38]  Immersive VR teaching Learning using text and 2D images 20 mins Pre test, post test and retention test scores, learners' subjective feelings There was no significant difference in anatomical knowledge between the two groups before intervention, after intervention, or retention testing. The VR group found that the learning experience was significantly more attractive, enjoyable, and useful (all<0.01), and scored significantly higher in motivation assessment (<0.01). Not available
Patel N,2021 [37] Use 3D VR headset to view heart model Control group Use desktop computer interface to view the same heart model 30 mins Differences in post test scores. Participants' ratings of usability and comprehension level The median score difference among VR participants was 12 (IQR 9-13.3), while the DT group was 10 (IQR 7.5-12). No difference was found in score improvement (p=0.11). VR participants had a higher impression of its interface usability than DT participants (median 8 to 7, p=0.01). VR participants had a higher impression of their understanding of the topic than desktop participants (median 7 to 5, p=0.01). 4 subjects (17%) reported physical symptoms, including nausea, headache, and dizziness. One subject stopped the VR experience after 10 minutes due to dizziness.
Moll-Khosrawi P,2022 [25] After the web-based BLS training, an additional 35 minutes of VR BLS training were conducted Only received web-based BLS training 55 mins No blood flow time (an indicator of BLS quality), overall quality of BLS, and learning gain for undergraduate students The duration of no blood flow in the intervention group (p=0.009) was significantly lower, with a difference of 28% (95% - CI [8%; 43%]) between the two groups. The overall BLS performance of the intervention group was also significantly better than that of the control group, with an average difference of 15.44 points (95% - CI [21.049.83]), p<0.001. In CSA, undergraduate students in the intervention group reported significantly higher learning gains. Interestingly, the VR group reported the highest learning gain for item seven (“I feel competent with the use of the AED”) and the learning gain was even three-fold higher than in the control group. Not available
Rosenfeldt Nielsen M, 2021 [47] Immersive VR ultrasound skill training Ultrasound skill training using electronic learning platform 60 mins Objective Structured Assessment on Ultrasound Skills score. Score for hand eye coordination ability Compared with the online learning group (n=9; 126 [95% CI, 113 to 138]; mean difference, 17 points [95% CI, 4 to 30]), the virtual reality group (n=91; 126 [95% CI, 113-138]; mean difference, 17 points [95% CI, 4 to 30]; P<0.01) did not show a significant impact on hand eye scores (mean difference, 3 points [95% CI, -3 to 9]; P=0.32). 91% of the virtual reality group hope to have more opportunities for virtual reality learning. Not available
Yang SY,2022 [43]  Received immersive VR neonatal resuscitation gamification program based on Keller's ARCS model Control group 1: Received high fidelity neonatal resuscitation simulation and online neonatal resuscitation program lecture Control group 2: Only received online neonatal resuscitation program lecture 100 mins Knowledge of neonatal resuscitation nursing, problem-solving and clinical reasoning abilities, confidence in neonatal resuscitation nursing performance, anxiety level and learning motivation After intervention, the neonatal resuscitation knowledge [F (2)=3.83, p=. 004] and learning motivation [F (2)=1.79, p=. 025] in the virtual reality group and simulation group were significantly higher than those in the control group, while the problem-solving ability [F (2)=2.07, p=. 038] and self-confidence [F (2)=6.53, p<. 001] in the virtual reality group were significantly higher than those in the simulation group and control group. The anxiety of the simulation group [F (2)=16.14, p<. 001] was significantly lower than that of the virtual reality group and the control group Not available
Kim HJ,2024 [31] Receive VR simulation training, focusing on PROM management and CS practice Watch a video demonstration that includes clinical scenario descriptions and CS surgical records Not specified Confidence level score test score The VR group also achieved significantly higher scores in the mini test [median (interquartile range), with the VR group at 42 (37-48); The control group was 36 (32-40), P<0.001. After intervention, compared with the control group, the VR group had higher confidence scores in all four aspects, including managing PROM patients, performing CS as an operator, and understanding the indications and complications of CS. Not available
Kurul R,2020 [36] 3D virtual reality device dissection training VR image demonstration 30 mins Knowledge test scores and subjective feelings Compared with the VR group (P<0.001) and the control group (P<0.001), the scores were significantly higher after the test. The study found that the difference between pre-test and post test results was significantly higher in the VR group (P<0.001). 88.8% of students answered “I agree” or “I strongly agree” to the “I enjoyed studying anatomy with virtual reality” sentence with a mean score of 1.69 ± 0.92. Not available
Zaid MB,2022 [26] Immersive commercial VR learning module Traditional technical guidelines and surgical videos 45 mins Surgical time, surgical score, confidence level There was no difference in the average surgical time between the guideline group and the VR group (guideline=42.4 minutes, while VR=43.0 minutes; P=0.9) or the average total OSATS (guideline=15.7 vs VR=14.2; P=0.59). Most trainees believe that virtual reality will be a useful tool for resident physician education (77%), and if available, they will use virtual reality for case preparation (86.4%). Not available
Sapkaroski D,2022 [41] VR simulation and communication with claustrophobia patients Role playing and communication with patients Not specified Self efficacy The average performance of the VR training group (TVR and CVR) was better than that of the role-playing group (5% and 11%); The results may demonstrate the capacity for immersion into an emotional narrative in a VR environment to increase the user's susceptibility for recalling and selecting empathic terminology. Not available
Falcone V,2024 [32] VR based shoulder dystocia simulation training Learning theory through PowerPoint presentation Not specified Surgical time, quality rating, and subjective perception The HELP-RER (2) scores of the control group subjects were significantly higher [7 (95% CI, 6-7) compared to 6.5 (95% CI, 6-7); p=0.01)], the time from diagnosis to delivery was shorter [85.5 seconds (95% CI, 66.5-98.25) vs. 99 seconds (95% CI, 75-120); p=0.02)], The subjective workload of reporting was lower [57 (95% CI, 43.75-68.75) compared to 68 (95% CI, 56-79); p=0.04], Not available
Hu KC,2020 [34] VR anatomy training Learning using traditional teaching materials 60 mins Accuracy, speed, and confidence of ultrasound scanning Participants in the intervention group (median=16; quartiles 13 to 19) scored significantly higher in ultrasound task performance tests than the control group (median=10; quartiles 7 to 14; Mann Whitney U=595; P<0.01). In subgroup analysis, the intervention group performed significantly better in six out of ten ultrasound tasks. Compared with the control group, participants in the intervention group also showed greater improvement in ultrasound image recognition MCQ testing (Mann Whitney U=914; P<0.05). The use of VR for learning focused regional anatomy may help gain a better awareness of the disposition and spatial relationship of anatomical structures, and an enhanced understanding of ultrasonographic visualization windows. Not available
Wan T, 2024 [33] IVR simulation Traditional teaching methods 10 classes, each session lasting up to 40 mins. Score, program duration, timeout count, instrument selection error count, position and angle error count, and the number of prompts required for the next step The VR group scored higher than the traditional group (94.67 points vs. 87.65 points). Compared with the control group, the VR group completed the program faster, with fewer instrument selection and angle errors. No difference was observed in the number of prompts provided by the system between the two groups. Unmeasured Not available
Kato K,2022 [48] Teaching using HMD-VRC using conventional X-ray physics equipment Not specified Skill proficiency score, subjective questionnaire results Compared with the HMD-VRC group, the RP group showed significantly higher scores in elbow joint lateral # 3 and 7, as well as PA chest X-ray photography # 6, 8, 11, and 12. The use of HMD-VRC for learning received positive feedback. Not available
Yoganathan S,2018 [23] 360 degree VR video 2D video 20 mins Knot rating Compared with the traditional teaching group, the VR video teaching group had significantly better knot tying scores (median knot tying score: 5.0 vs 4.0, p=0.04). When combined with face-to-face teaching, this difference still existed (median knot tying score: 9.5 vs 9.0, p=0.01). More people in the VR group than in the 2D group constructed a complete reef knot (17/20 vs 12/20). Unmeasured Not available
Hooper J,2019 [28] VR-THA Traditional standard learning materials 45 mins Written test results, THA surgical technique performance score for cadavers There was no significant difference in the improvement of test scores between the VR group and the control group (P=. 078). In multivariate regression analysis, the VR cohort showed a significant improvement in overall cadaver THA scores (P=. 048). Compared with the control group, the VR queue showed greater improvement in each specific score category, but this trend was only statistically significant for technical performance (P=. 009). Unmeasured Not available
Sapkaroski D,2019 [49] Immersive VR simulation Traditional clinical role-playing scenarios Not specified Comparison of Hand Positioning in PA Hand Projection The first group of students showed an average improvement of 36% in finger separation (P<0.001), an average improvement of 11% in palm flatness (P ≤ 0.001. The comparison of position projection results showed that there was no statistically significant difference in localization between the two queues (P=0.171) Unmeasured Not available
He Y,2024 [39] virtual reality learning Case-based learning(CBL) 120 mins,10 times Test scores、knowledge retention、 interaction, learning resources, skill improvement, course recommendation, and overall satisfaction  there were no significant differences in the scores of students between groups (P > 0.05)  Analysis using the Kruskal–Wallis H test revealed significant differences (P < 0.05) among groups in six key areas Not available
Mitani H,2025 [50]  VR–IR simulator training Conventional verbal explanations and educator demonstrations 、 technical achievement scores 120 mins Procedure time、fluoroscopic time、 patient peak skin dose、the amount of contrast media There were no significant differences between the VR–IR simulator group and the conventional group regarding total procedure time (median [25–75% interquartile range]: 13.5 [11.8–14.5] vs. 14.3 [12.3–16.8] minutes, p = 0.11), fluoroscopic time (10.1 [8.5–13.0] vs. 11.0 [8.6–13.7] minutes, p = 0.31), and patient peak skin dose (276 [243–373] vs. 303 [239–395] mGy, p = 0.57) Unmeasured One student have VR sickness
Bodur G,2025 [40] VR group Traditional simulation group Not mentioned Knowledge, psychomotor skills, attitudes, learning styles and self-directed learning skills In the control group, the mean pre-test score was 56.67 and the post-test score was 81.54. In the experimental group, the pre-test score was 52.27 and the post-test score was 79.39. In the post-test, the scores for both groups increased significantly. However, the differences between the groups were not statistically significant according to t-test (p > 0.05) Students in the VR group outperformed the control group on several critical psychomotor CPR skills measured by OSCE. Not available
Mwangi W,2025 [51] VR training Didactic training 60 mins, 4 times Satisfaction, engagement and confidence  VR training was significantly higher (4.8 ± 0.4) than for didactic training (3.6 ± 0.7) Participant satisfaction and engagement were higher with VR training (p < 0.001), and confidence in applying safety practices increased significantly following VR training (p < 0.001). Not available
Khoo C,2025 [52] Virtual-reality (VR) simulator Physician-led (PL) teaching 30 mins MCQ scores  At 1 month post-training, the PL group similarly had a greater mean change from baseline MCQ scores, but this difference was not statistically significant (p = 0.12). For practical scores, the VR group scored higher than the PL group, although this difference was not statistically significant (p = 0.06). Unmeasured Not available
Zabaleta J,2024 [45] VR basic formation Basic formation Not specified Number of Completed Tasks、Individual Task Scores 、 Time Spent in the Simulator 、Overall Score、Simulator Sickness Questionnaire (SSQ) and satisfaction test Participants achieved a median evaluation mode score of 480 points (IQR = 32 points). The experimental group (520 points) achieved an overall higher score than the control group (440 points; P = .04). Overall satisfaction rating for the experience was 8.72 (Range 6–10). The likelihood of recommending this experience to a colleague received a score of 8.96 (Range 6–10). 30 participants reported one or more symptoms, all classified as mild (Supplementary Table S1). The most prevalent undesired effects were, in descending order: blurred vision (25 participants), difficulty focusing vision (14 participants), and sweating (10 participants).
Camargo,CP 2025 [27] VR Text and practice 30 mins Test scores、recommendation、 satisfaction Regarding the difference between pre-test and post-test, there was no difference in all groups: Text, Practice, and Virtual reality Regarding recommendation, the VR group showed higher scores compared to the Text group Only one participant (1/8) showed nausea in the virtual groups

Appendix 3

PRISMA Checklist

Section and Topic Item # Checklist item Location where item is reported
TITLE
Title 1 Identify the report as a systematic review. 1
ABSTRACT
Abstract 2 See the PRISMA 2020 for Abstracts checklist. 2
INTRODUCTION
Rationale 3 Describe the rationale for the review in the context of existing knowledge. 4
Objectives 4 Provide an explicit statement of the objective(s) or question(s) the review addresses. 4
METHODS
Eligibility criteria 5 Specify the inclusion and exclusion criteria for the review and how studies were grouped for the syntheses. 5
Information sources 6 Specify all databases, registers, websites, organisations, reference lists and other sources searched or consulted to identify studies. Specify the date when each source was last searched or consulted. 6
Search strategy 7 Present the full search strategies for all databases, registers and websites, including any filters and limits used. 6
Selection process 8 Specify the methods used to decide whether a study met the inclusion criteria of the review, including how many reviewers screened each record and each report retrieved, whether they worked independently, and if applicable, details of automation tools used in the process. 7
Data collection process 9 Specify the methods used to collect data from reports, including how many reviewers collected data from each report, whether they worked independently, any processes for obtaining or confirming data from study investigators, and if applicable, details of automation tools used in the process. 8
Data items 10a List and define all outcomes for which data were sought. Specify whether all results that were compatible with each outcome domain in each study were sought (e.g. for all measures, time points, analyses), and if not, the methods used to decide which results to collect. 8
10b List and define all other variables for which data were sought (e.g. participant and intervention characteristics, funding sources). Describe any assumptions made about any missing or unclear information. NA
Study risk of bias assessment 11 Specify the methods used to assess risk of bias in the included studies, including details of the tool(s) used, how many reviewers assessed each study and whether they worked independently, and if applicable, details of automation tools used in the process. 8
Effect measures 12 Specify for each outcome the effect measure(s) (e.g. risk ratio, mean difference) used in the synthesis or presentation of results. NA
Synthesis methods 13a Describe the processes used to decide which studies were eligible for each synthesis (e.g. tabulating the study intervention characteristics and comparing against the planned groups for each synthesis (item #5)). NA
13b Describe any methods required to prepare the data for presentation or synthesis, such as handling of missing summary statistics, or data conversions. NA
13c Describe any methods used to tabulate or visually display results of individual studies and syntheses. 8
13d Describe any methods used to synthesize results and provide a rationale for the choice(s). If meta-analysis was performed, describe the model(s), method(s) to identify the presence and extent of statistical heterogeneity, and software package(s) used. NA
13e Describe any methods used to explore possible causes of heterogeneity among study results (e.g. subgroup analysis, meta-regression). NA
13f Describe any sensitivity analyses conducted to assess robustness of the synthesized results. NA
Reporting bias assessment 14 Describe any methods used to assess risk of bias due to missing results in a synthesis (arising from reporting biases). 9
Certainty assessment 15 Describe any methods used to assess certainty (or confidence) in the body of evidence for an outcome. 9
RESULTS
Study selection 16a Describe the results of the search and selection process, from the number of records identified in the search to the number of studies included in the review, ideally using a flow diagram. 7
16b Cite studies that might appear to meet the inclusion criteria, but which were excluded, and explain why they were excluded. 11
Study characteristics 17 Cite each included study and present its characteristics. 10
Risk of bias in studies 18 Present assessments of risk of bias for each included study. NA
Results of individual studies 19 For all outcomes, present, for each study: (a) summary statistics for each group (where appropriate) and (b) an effect estimate and its precision (e.g. confidence/credible interval), ideally using structured tables or plots. 10
Results of syntheses 20a For each synthesis, briefly summarise the characteristics and risk of bias among contributing studies. 10
20b Present results of all statistical syntheses conducted. If meta-analysis was done, present for each the summary estimate and its precision (e.g. confidence/credible interval) and measures of statistical heterogeneity. If comparing groups, describe the direction of the effect. NA
20c Present results of all investigations of possible causes of heterogeneity among study results. NA
20d Present results of all sensitivity analyses conducted to assess the robustness of the synthesized results. NA
Reporting biases 21 Present assessments of risk of bias due to missing results (arising from reporting biases) for each synthesis assessed. 10
Certainty of evidence 22 Present assessments of certainty (or confidence) in the body of evidence for each outcome assessed. NA
DISCUSSION
Discussion 23a Provide a general interpretation of the results in the context of other evidence. 18
23b Discuss any limitations of the evidence included in the review. 22
23c Discuss any limitations of the review processes used. 22
23d Discuss implications of the results for practice, policy, and future research. 21
OTHER INFORMATION
Registration and protocol 24a Provide registration information for the review, including register name and registration number, or state that the review was not registered. NA
24b Indicate where the review protocol can be accessed, or state that a protocol was not prepared. NA
24c Describe and explain any amendments to information provided at registration or in the protocol. NA
Support 25 Describe sources of financial or non-financial support for the review, and the role of the funders or sponsors in the review. 23
Competing interests 26 Declare any competing interests of review authors. 23
Availability of data, code and other materials 27 Report which of the following are publicly available and where they can be found: template data collection forms; data extracted from included studies; data used for all analyses; analytic code; any other materials used in the review. NA

From: [16].

Authors’ contributions

Wei Zhang conceptualized the study, designed the methodology, performed literature screening/data extraction, conducted formal analysis, and drafted the original manuscript. Ziyun Ding developed search strategies, validated data extraction, performed quality assessment of included studies, and contributed to manuscript revision. Maxim Bakaev spearheaded technical analysis of VR hardware/software specifications in medical applications. Olga Razumnikova led bias assessment for technologically-focused studies and analyzed data in VR training systems. Magdalena Kludacz-Alessandri contributed to European literature inclusion, validated methodological rigor, and edited the discussion on international implementation challenges. Jianjie Wu supervised the entire project, resolved academic disputes during screening, and finalized the manuscript for submission. All authors collaborated on the selection of the final paper collection and contributed to crafting the conclusion. The final version of the paper received approval from all authors.

Funding

This paper is supported by National Natural Science Foundation of China (Project No. 72104087), Chunhui Project from Ministry of Education in China (Project No. HZKY20220326) and Key Project of Higher Education Scientific Research Planning Project of Chinese Association of Higher Education(Project No. 24YJ0301).

Data availability

Not applicable.

Declarations

Ethics approval and consent to participate

Not applicable.

Consent for publication

Not applicable.

Competing interests

The authors declare no competing interests.

Footnotes

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

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