BMC Medical Education (Apr 2024)

Collaborative virtual reality environment in disaster medicine: moving from single player to multiple learners

  • Laure Abensur Vuillaume,
  • Jonathan Goffoy,
  • Nadège Dubois,
  • Nathacha Almoyner,
  • Cécile Bardet,
  • Evelyne Dubreucq,
  • Sophie Klenkenberg,
  • Anne-Françoise Donneau,
  • Camille Dib,
  • Alexandre Ghuysen,
  • On Behalf Societe Francophone de Pédagogie Innovante en Santé and Medical Simulation Center of ULiège

DOI
https://doi.org/10.1186/s12909-024-05429-8
Journal volume & issue
Vol. 24, no. 1
pp. 1 – 9

Abstract

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Abstract Background The use of virtual reality (VR) in healthcare education is on the increase. In disaster medicine, it could be a solution to the cost and logistic constraints for a “full-scale” scenarios. However, VR is mainly designed for single players, which is not appropriate for the objectives pursued in disaster medicine. We decided to evaluate the educational value of using individual VR simulation in disaster medicine on a group of learners. Methods The VR scenario used was a reproduction of a major train crash, with 21 victims and whose objectives were START triage and first aid techniques. The sessions were carried out in multi-participant groups with different roles (active and immersed with headset, paper triage without headset, and active for communications not immersed in the headset). Their perceived self-efficacy was assessed before (T0), after (T1) and 2 months (T2) after the training. Satisfaction and confidence in learning were also measured. Results The median levels of satisfaction and confidence in learning were of 21/25 and 32/40 respectively. Their perceived self-efficacy increased significantly between T0 and T1 (p < 0.001), and remained stable until T2. The different roles of participant showed no difference in terms of satisfaction, confidence in learning or changes in perceived self-efficacy. One third of the participants agreed that the number of participants had interfered with their learning. A significant negative correlation (rS = -0.51, p = 0.002) was found between satisfaction and the fact of having been hindered by the number of participants. Around 90% of participants found the activity entertaining and found the new technologies appropriate for learning technical skills. Conclusions This first experience of VR in a group setting is satisfactory and shows its positive effects. The limitations highlighted here will enable areas of improvement to be identified for the use of VR in disaster medicine, pending the development of multi-player tools. It would now be appropriate to analyse the impact of this type of simulation on learning and its retention over time.

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