It’s Snazzy, but is it Useful? Practitioner’s Views on Meaningful Use Cases for Healthcare XR

Authors

  • Panagiotis E. Antoniou Aristotle University of Thessaloniki,54124 Thessaloniki, Greece
  • Sofia Reppou Aristotle University of Thessaloniki,54124 Thessaloniki, Greece
  • Stathis Th. Konstantinidis University of Nottingham, QMC, Nottingham, NG7 2HA, United Kingdom
  • Natalia Stathakarou Karolinska Medical Institutet, 171 77 Stockholm, Sweden
  • Daphne Economou University of Westminster, London, W1W 6UW, United Kingdom
  • Jonathon Richter Immersive Learning Research Network, CA, USA
  • Panagiotis D. Bamidis Aristotle University of Thessaloniki,54124 Thessaloniki, Greece

Keywords:

Virtual Reality

Abstract

The global virtual reality (VR) market size, valued at 21.83 billion USD in 2021, is expected to expand with an annual growth rate of 15.0% from 2022 to 2030. Virtual Reality, although massively known for immersive gaming and entertainment, has revolutionized education and training during the last years in many fields. In medicine, VR has been used from the simulated reconstruction of organs to preoperative
planning and from teaching anatomy to rehabilitation. eXtended Reality (XR) healthcare resources are enthusiastically accepted from healthcare learners and teachers alike. However, they still are not mainstream into formal academic curricula. The core precept for curricular integration is educational justification. In short, the question is whether the cost of an impressive VR resource
will be returned as educational efficacy. Pivotal for positive reply in this question is the correct design of the educational resource for each use case. Is XR appropriate for clinical, manual skills, or decision-making training? Would you choose an exploratory
«Human Atlas» for anatomy teaching or an interactive case study? How much «game» do you need in your educational experience? These are all questions that so far have been answered ad-hoc based on intuitive needs of the practitioners. This panel will present the results of the first healthcare practitioners’ worskhop that was co-organized by iLRN and several healthcare institutions to tackle these questions. Based on practitioner’s feedback, a select group of panelists will open the discussion to the audience of the conference for identifying features and practices for optimal XR design for healthcare use cases.

References

Antoniou, P.E., Arfaras, G., Pandria, N., Athanasiou, A., Ntakakis, G., Babatsikos, E., Nigdelis, V., Bamidis, P.: Biosensor Real-Time Affective Analytics in Virtual and Mixed Reality Medical Education Serious Games: Cohort Study. JMIR Serious Games. 8, e17823 (2020). https://doi.org/10.2196/17823

Antoniou, P., Arfaras, G., Pandria, N., Ntakakis, G., Bambatsikos, E., Athanasiou, A.: Real-Time Affective Measurements in Medical Education, Using Virtual and Mixed Reality. In: Frasson, C., Bamidis, P., and Vlamos, P. (eds.) Brain Function Assessment in Learning. pp. 87–95. Springer International Publishing, Cham (2020)

Dolianiti, F., Tsoupouroglou, I., Antoniou, P., Konstantinidis, S., Anastasiades, S., Bamidis, P.: Chatbots in Healthcare Curricula: The Case of a Conversational Virtual Patient. In: Frasson, C., Bamidis, P., and Vlamos, P. (eds.) Brain Function Assessment in Learning. pp. 137–147. Springer International Publishing, Cham (2020)

Kyriakidou, M.-R., Antoniou, P., Arfaras, G., Bamidis, P.: The Role of Medical Error and the Emotions it Induces in Learning – A Study Using Virtual Patients. In: Frasson, C., Bamidis, P., and Vlamos, P. (eds.) Brain Function Assessment in Learning. pp. 3–12. Springer International Publishing, Cham (2020)

Dunleavy, M., Dede, C., Mitchell, R.: Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. J Sci Educ Technol. 18, 7–22 (2009). https://doi.org/10.1007/s10956-008-9119-1

Wu, H.-K., Lee, S.W.-Y., Chang, H.-Y., Liang, J.-C.: Current status, opportunities and challenges of augmented reality in education. Computers & education. 62, 41–49 (2013)

Virtual Reality in Healthcare Market Size, Share | Growth [2029], https://www.fortunebusinessinsights.com/industry-

reports/virtual-reality-vr-in-healthcare-market-101679

Farra, S.L., Gneuhs, M., Hodgson, E., Kawosa, B., Miller, E.T., Simon, A., Timm, N., Hausfeld, J.: Comparative cost of virtual reality training and live exercises for training hospital workers for evacuation. Computers, informatics, nursing: CIN. 37, 446 (2019)

Products | ORamaVR, https://oramavr.com/products-2/

Pears, M., Henderson, J., Antoniou, P.E., Ntakakis, G., Nikolaidou, M., Bamidis, P.D., Schiza, E., Pattichis, C.S., Frangoudes, F., Gkougkoudi, E.: Feasibility and Acceptance of Virtual Reality Reusable e-Resources Embedded in Healthcare Curricula. In: 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET). pp. 01–08. IEEE (2022)

Hamilton, D., McKechnie, J., Edgerton, E., Wilson, C.: Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. J. Comput. Educ. 8, 1–32 (2021). https://doi.org/10.1007/s40692-020-00169-2

Antoniou, P.E., Bamidis, P.D.: Devising a Co-Creative Digital Content Development Pipeline for Experiential Healthcare Education. CC-TEL/TACKLE@ EC-TEL. 2190, 1–10 (2018)

Downloads

Published

2023-06-17

How to Cite

Antoniou, P. E., Reppou, S., Konstantinidis, S. T., Stathakarou, N., Economou, D., Richter, J., & Bamidis, P. D. (2023). It’s Snazzy, but is it Useful? Practitioner’s Views on Meaningful Use Cases for Healthcare XR. Immersive Learning Research - Practitioner, 1(1), 91–94. Retrieved from https://publications.immersivelrn.org/index.php/practitioner/article/view/43

Similar Articles

1 2 3 4 > >> 

You may also start an advanced similarity search for this article.