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. 2023 Jan 24;9:e41589. doi: 10.2196/41589

Table 1.

Summary of the included records.

Reference and country of origin Method for data collection and analysis Participants, setting, and response rate if stated Key findings



Facilitators of VRa
implementation
Barriers to VR
implementation
Recommendations for
VR implementation
D’Errico [32], 2021, the United States and Canada
  • N/Ab

  • One nursing simulation educator and a group of VR simulation software developers met within the VR environment

  • VR facilitates connections and collaborative engagement

  • Joint VR experiences facilitate problem resolution and identification of what works

  • Equipment must be available and meet the required standards

  • Appropriate technological infrastructure is required for new equipment to work

  • Using the VR environment during the implementation process is a good way to promote team collaboration, design and test realistic scenarios, and identify and resolve problems within VR

Rim and Shin [34], 2020, Republic of Korea
  • Two-phase methodological study design: (1) developing a preliminary template and (2) evaluating its usability through focus group interviews

  • Content analysis

  • n=16 students

  • Two focus group interviews with 8 students each

  • Repeated practice improves nursing ability through the following:

    • Improved confidence

    • Exposure to patient situations enables participants to adapt to new situations

  • Using an active avatar provides a sense of reality

  • Technological difficulties

  • Insufficient time

  • Secure competent human resources as well as the capabilities that they require

  • Develop and apply templates or frameworks, including the following:

    • Training time

    • Determining the overall objectives through expected outcomes

    • Prelearning, prebriefing, and debriefing sessions

    • Evaluation

  • Incorporate technology into VR, including artificial intelligence for programmed patients, to increase learners’ sense of presence, affordance, and immersion

Saab et al [35], 2021, Ireland
  • Qualitative descriptive study using thematic analysis

  • n=26 students

  • Undergraduate nursing students participated in face-to-face, semistructured individual interviews and focus groups

  • An available human facilitator to supervise and guide students before, during, and after VR use

  • VR used in small student groups

  • VR equipment was available for students to borrow

  • Time and cost:

    • VR takes more time with larger class sizes

    • Cost of equipment

    • Not suitable for several people simultaneously owing to expense

    • Human resources required to convert the current material to VR

  • Physical limitations to use:

    • Sight problems, vertigo, dizziness, motion sickness, and risk of injury

  • Background knowledge before lecture or practice in using VR is needed

  • Secure a sufficient number of VR headsets

  • Create an appreciation of difficulties (eg, hearing or sight impairments):

    • Offer VR educational experience on a standard desktop for individuals who experience motion sickness

  • VR is suitable for supplementing conventional teaching and learning methods but not as a stand-alone approach

  • Address issues such as technology costs, space, and training in VR use

Baniasadi et al [30], 2020, Iran
  • Literature review

Medical students and treatment context
  • Usable and user-friendly VR approaches

  • Developing and updating related laws, guidelines, and standards

  • Using appropriate models in design and implementation

  • Cost of equipment, design, and implementation

  • Lack of knowledge about, competence in, and trust in technology

  • Difficulties in providing content

  • Organizational culture

  • Lack of management support

  • Manuals and training for end users

  • User participation in the design process

  • Due to the lack of face-to-face communication between students and real patients when using VR for training, evaluations should be made in real settings to ensure efficacy

Barteit et al [31], 2021, Germany, the United States, South Africa, and Zambia
  • Systematic review, PRISMAc

  • n=27 health professionals in medical education

  • Evaluation methods comprising practical skill tests

  • Most included studies evaluated the head-mounted displays’ efficacy

  • Head-mounted displays offer the possibility of scalability and repeated practice, such as in the following:

    • Practical procedures

    • Anatomy

  • Developing communication-skills

  • The context for effective implementation:

    • The individual learner

    • The learning environment

    • The learning implementation’s context

    • The technological environment

    • The pedagogics involved

  • Implementation of Miller’s Pyramid of Professional Competence undergirds XRd-based HMD’se potential

  • A framework or guidelines for XR-based HMD interventions are needed to guide implementations and evaluations

Kunnskapsdepartementet [33], 2021, Norway
  • A government document and background paper

  • Case drawn from an exemplary Norwegian University

  • The VR laboratory was open for students 24/7

  • VR laboratories enable students to practice examining patients and interacting with others in clinical situations

  • Educational institutions cannot deviate from the requirements of the EU’sf Vocational Qualifications Directive (because of the EEAg agreement); these requirements hinder replacing clinical practice with simulation in nursing education

  • The Norwegian government encourages more VR simulation in education regulated by the directive than what is possible today

  • VR simulation might replace clinical practice

Hood et al [36], 2021, Australia
  • Case study reporting on initiation, concept design, pilot implementation, and feasibility assessment of a VR training platform

  • Pilot implementation at 7 hospitals

  • User survey: n=61 in the pretraining survey and n=58 in the posttraining survey

  • Logging use sessions

  • TACTICS VR was delivered in the context of a broader education implementation trial

  • The VR training program was specifically designed to promote user interactions and active learning (eg, interactive elements and gamification) to promote user engagement and maximize the benefits of using VR technology

  • VR deployment was supported by on-site trial coordinators at each hospital

  • The pilot implementation identified problems or issues with Wi-Fi connectivity across multiple hospitals’ IT systems

  • The Wi-Fi connectivity issue was overcome by supplying mobile Wi-Fi routers to maintain connectivity

  • Site coordinators suggested that additional implementation approaches could increase training reach (eg, integration into the existing clinical training programs)

aVR: virtual reality.

bN/A: not applicable.

cPRISMA: Preferred Reporting Items for Systematic Reviews and Meta-Analyses.

dXR: extended reality.

eHMD: head-mounted display.

fEU: European Union.

gEEA: European Economic Area.