Document Type : Review article
Authors
- SEDIGHE SADAT TABATABAEI FAR 1
- MILAD AHMADI MARZALEH 2, 3
- RAHMATOLLAH SOLTANI 4
- FARZANEH GHALEH GOLAB 1
1 Student Research Committee, School of Health Management and Information Sciences, Shiraz University of Medical Sciences, Shiraz, Iran
2 Department of Health in Disasters and Emergencies, Health Human Resources Research Center, School of Health Management and Information Sciences, Shiraz University of Medical Sciences, Shiraz, Iran
3 Clinical Education Research Center, School of Medicine, Shiraz University of Medical Sciences, Shiraz, Iran
4 Behbahan Faculty of Medical Sciences, Behbahan, Iran
Abstract
Introduction: Virtual reality (VR) technologies are interactive multimedia environments that serve as popular educational tools for teaching various groups. This study aimed to explore the applications of VR in the education of different medical science groups, including medicine, medical residents, dentistry, nursing, pharmacy, etc., in a systematic review format. This technology provides unique opportunities for learners to immerse themselves in experiences, leading to increased understanding and practical skills in the field of medical sciences. Therefore, this study was conducted in 2023 to examine the applications and challenges of VR in medical science education through a systematic review.
Methods: This study systematically extracts published articles through keyword searches from 1970 until March 14, 2023, in Web of Science, Scopus, Science Direct, Cochran Library, PubMed,
ProQuest and IEEE. To evaluate the methodological quality of the included studies, we used the STROBE checklist. All stages were carried out by two researchers, and the final selected articles were summarized in tables.
Results: This review included 26 studies from an initial pool of 22,160 identified articles. The analysis revealed six key themes regarding the use of these technologies: their impact on learning outcomes, increased student motivation, enhanced self-confidence, improved teamwork, their role as tools for curriculum integration, and associated challenges. Collectively, the reviewed studies suggest that such technologies contribute positively to learning satisfaction, academic performance, public speaking confidence, and collaborative skills. Additionally, they serve as effective supplementary tools in educational settings. Nevertheless, several studies reported potential side effects, including dizziness, nausea, and eye strain.
Conclusion: This study showed that the use of technologies like VR improved learning, motivation, and teamwork, but there were challenges in their implementation. It is recommended that these
technologies should be integrated into the curriculum and training workshops should be held for their effective use. Additionally, policymakers should provide financial resources and national
guidelines to support the expansion of these technologies.
Highlights
Keywords
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