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<article article-type="Original Research" dtd-version="1.3d1" xml:lang="en" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML">
<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">ijohs</journal-id>
<journal-title-group>
<journal-title>International Journal of Healthcare Simulation</journal-title>
<abbrev-journal-title>International Journal of Healthcare Simulation</abbrev-journal-title>
</journal-title-group>
<issn publication-format="electronic">2754-4524</issn>
<publisher>
<publisher-name>Adi Health + Wellness</publisher-name>
<publisher-loc>London, UK</publisher-loc>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">ZPLJ9321.011</article-id>
<article-id pub-id-type="doi">10.54531/ZPLJ9321</article-id>
<article-categories>
<subj-group subj-group-type="toc-heading"><subject>Original Research</subject></subj-group>
<subj-group subj-group-type="section"><subject>Technology</subject></subj-group>
</article-categories>
<title-group>
<article-title>A10<break/>Pilot study looking at the benefits of Virtual Reality (VR) simulation for Physician Associates (PA)</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes"><name><surname>Heffernan</surname><given-names>Carl</given-names></name><xref ref-type="aff" rid="aff1"><sup>1</sup></xref><xref ref-type="corresp" rid="c1"/></contrib>
<contrib contrib-type="author" corresp="no"><name><surname>Rolfe</surname><given-names>Ursula</given-names></name><xref ref-type="aff" rid="aff1"><sup>1</sup></xref></contrib>
<aff id="aff1"><label>1</label><institution>Bournemouth University</institution>, Bournemouth, <country>United Kingdom</country></aff>
</contrib-group>
<author-notes>
<corresp id="c1"><bold>Correspondence:</bold> <email xlink:href="Cheffernan@bournemouth.ac.uk">Cheffernan@bournemouth.ac.uk</email></corresp>
</author-notes>
<pub-date pub-type="epub" iso-8601-date="2023-10-31"><day>31</day><month>10</month><year>2023</year></pub-date>
<volume>3</volume>
<supplement>1</supplement>
<fpage>A7</fpage>
<lpage>A8</lpage>
<permissions>
<copyright-statement>&#x00A9; The Author(s). 2023</copyright-statement>
<copyright-year>2023</copyright-year>
</permissions>
<self-uri xlink:title="pdf" xlink:href="ZPLJ9321.011.pdf"/>
<abstract>
<sec><title>Background and aim:</title>
<p>Simulation is a vital part of medical education [1]. It requires many resources to run successfully [2]. Recently, following the COVID-19 pandemic, Virtual Reality (VR) simulation use has increased. There are advantages to using VR now that costs are more reasonable, saving floorspace and facilitators&#x2019; time. However, there are concerns about how useful the software is for Physician Associates (PA), the adverse effects of the headset and whether self-directed debriefing is valuable [3]. This study aims to pilot the questionnaire using VR simulation.</p>
</sec>
<sec><title>Methods:</title>
<p>As part of teaching during September 2022 and January 2023, VR simulation was incorporated into appropriate seminars. At the end of the session, Year 1 PA students were invited to complete an online questionnaire based on the Simulation Effectiveness Tool, which was modified for VR. Before the session, all students were on-boarded to use the Oculus Quest 2 and Oxford Medical Simulation software.</p>
</sec>
<sec><title>Results:</title>
<p>Twenty-one out of 25 students completed the questionnaire. 71.4% strongly agreed that VR simulation helped prepare them to respond to a change in the patient&#x2019;s condition and felt empowered to make clinical decisions. 85.7% felt more confident in providing interventions that foster patient safety. 66.7% felt more confident using evidence-based practice to provide care. When focusing on the self-directed debriefing, 66.7% strongly agreed that it contributed to their learning, and 71.4% strongly agreed that it provided opportunities for self-reflection on their performance. Concerning the headset and software use, 28.6% found it was not easy to log into the headset, but 65% found it easy to load the scenario. 57.1% were confident in navigating the virtual environment. This was after a briefing stage to orientate students to the environment. 70.6% felt safe in the virtual world, and 11.1% felt nauseous while in the scenario. The scenarios were also run via a desktop computer. 85.7% found it easier to navigate the virtual world, with 81% strongly agreeing that they felt immersed in the environment. Surprisingly, 52% of students preferred the desktop version, while 14% favoured it via the Oculus.</p>
</sec>
<sec><title>Conclusion:</title>
<p>VR simulation is an impactful method of providing simulation-based medical education without needing a simulation suite or facilitators. Interestingly, the desktop version can provide an experience that students prefer, but this requires further investigation.</p>
</sec>
<sec><title>Ethics statement:</title>
<p>Authors confirm that all relevant ethical standards for research conduct and dissemination have been met. The submitting author confirms that relevant ethical approval was granted, if applicable.</p>
</sec>
</abstract>
<conference>
<conf-date iso-8601-date="2023">2023</conf-date>
<conf-name>ASPiH conference abstracts for IJoHS supplement 2023</conf-name>
</conference>
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<custom-meta><meta-name>version</meta-name><meta-value>fulltext</meta-value></custom-meta>
</custom-meta-group>
</article-meta>
</front>
<back>
<sec><title>References</title>
<p>1. Aggarwal R, Mytton OT, Derbrew M, et al. Training and simulation for patient safety. Quality &#x0026; Safety in Health Care. 2010;19(Suppl 2).</p>
<p>2. Tabatabai S. COVID-19 impact and virtual medical education. Journal of Advances in Medical Education &#x0026; Professionalism [Internet]. 2020;8(3):140&#x2013;143. Available from: <ext-link ext-link-type="uri" xlink:href="http://www.ncbi.nlm.nih.gov/pubmed/32802908">http://www.ncbi.nlm.nih.gov/pubmed/32802908</ext-link></p>
<p>3. Barteit S, Lanfermann L, B&#x00E4;rnighausen T, Neuhann F, Beiersmann C. Augmented, mixed, and virtual reality-based head-mounted devices for medical education: systematic review. Vol. 9, JMIR Serious Games. JMIR Publications Inc. 2021.</p>
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</article>