1. Realistic (high-fidelity) simulations |
Perceptions of realistic haptics and imagery
Triggers interactive learning
Lack of perceived realism in haptics or tactile sensation
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Enhanced skills and proficiency
Learner satisfaction with realism
More effective learning
Preference for non-VRb learning, for example, laboratory dissection or physical reality
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2. Artificial intelligence–enabled VRc
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—d
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3. VR or ARe that immerses learners |
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Higher engagement and participation in training
Improved learning, knowledge, and comfort with knowledge
Improved skill performance
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4. Comfortable devicesc
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5. VR or AR that delivers standardized teaching |
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6. Visualization through VR or AR |
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Learner satisfaction with tool and realism
Increased understanding or learning of content
Improved performance or skill
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7. Accounts for physical and mental workloadc
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8. Team training delivered by AR or VRc
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9. Knowledge or skill transfer |
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Knowledge transfer to clinical practice
Skills transfer to cadaver, box trainer, and surgery and procedure
Better patient care in the future
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10. Used with a teacherc
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— |
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11. Embedded in curriculumc
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12. Limited training opportunities |
Provides feedback on performance, skill or technique
Repeated practice
Access to experiential learning opportunities
Safe and stress-free learning environment
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Skill improvement, technical proficiency, and reduced incidence of complications or errors
Learner satisfaction
Improvements for learners with less experience
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13. Novices |
Feedback and objective measurement of skills or knowledge
Independent or self-directed training
Safe, static, and risk-free environment without endangering patients
Repeated practice
Exposure to experience
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Technical proficiency and skill acquisition
Improved performance (including operative performance)
Learner satisfaction: VR was preferred
Novices (less experienced people) improved most
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