Simulation and Learning From a Distance

Saturday, March 28, 2020: 11:35 AM

Alice L. Butzlaff, PhD, FNP, RN1
April Wood, DNP, RN1
Bryan Dang, BSN1
Brandon Kyle Johnson, PhD, RN, CHSE2
Gregory Gilbert, EdD, MSPH, BA, PStat3
Suzan Kardong-Edgren, PhD, RN, ANEF, CHSE, FSSH, FAAN4
(1)The Valley Foundation School of Nursing, San Jose State University, San Jose, CA, USA
(2)School of Nursing, Texas Tech University Health Sciences Center, Lubbock, TX, USA
(3)NA, SigmaStats© Consulting, LLC, Charleston, SC, USA
(4)School of Nursing and Health Sciences, Robert Morris University, Moon Township, PA, USA

Purpose:

When it comes to learning, all simulations are not created equal. Some students observe, while others become active participants at the bedside. A possible solution to creating a more equitable learning environment would be to introduce immersive video. When viewed on virtual reality (VR) headsets, simulation can be experienced as real even from a distance. Several studies have supported the use of virtual reality for learning (Fogarty, McCormick & El-Tawil, 2018; Johnston et al., 2017; Pallesen et al., 2018; Leigh, Miller & Ardoin, 2017; Reime et al., 2017). However, in a science laboratory simulation, learning did not improve instead a high sense of presence was reported (Makransky, Terkildsen & Mayer, 2019). Learning has been an important goal for healthcare simulations. The purpose of this investigation was to evaluate learning before and after a simulation while using virtual reality technology.

Methods:

A descriptive quantitative study design was used. A national multi-site, multi-method project was conducted at three schools of nursing located in California, Texas, and Pennsylvania. Students representing diverse ethnic backgrounds were randomized into either observer or participant roles. The four student roles included (1) observer with live-streaming using 3D VR headsets, (2) observer with live-streaming using a flat screen TV (3) observer while sitting at the bedside or (4) actively participating at the bedside. A peer-reviewed scenario using a high-fidelity mannequin was conducted at all three sites. Students (N = 200) were asked to take a knowledge pre-test and post-test.

Results:

Findings demonstrated that knowledge acquisition improved from pre-test to post-test. Learning scores improved in all roles and no significant difference was found between groups of observers verses active participants. Results suggest that learning with technology will occur regardless if the student is an observer or active participant.

Conclusion:

Live-streaming in an immersive virtual reality environment can make learning equitable even from a distance. Future implications include live-streaming simulations to learning centers across the nation using virtual reality technology.

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