Virtual reality in experiential pharmacy education: A quasi-experimental study

被引:0
|
作者
Alkhudair, Nora [1 ]
Alrayes, Fatma [2 ]
Alsehli, Dalal [1 ]
Alrayes, Shahad [1 ]
机构
[1] King Saud Univ, Coll Pharm, Dept Clin Pharm, POB 2457, Riyadh 11451, Saudi Arabia
[2] Princess Nourah Bint Abdulrahman Univ, Coll Comp & Informat Sci, Informat Syst Dept, Riyadh, Saudi Arabia
关键词
Pharmacy; Education; Simulation; Experiential; Learning;
D O I
10.1016/j.jsps.2024.102028
中图分类号
R9 [药学];
学科分类号
1007 ;
摘要
Introduction: Extended reality (XR) technologies are an umbrella term for simulated-based learning tools that cover 3-dimensional technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). At King Saud University, first -year pharmacy students are required to experience hospital observational training during the Introductory Pharmacy Practice Experience (IPPE). We aimed to measure the effectiveness and satisfaction of the VR learning experience among IPPE students. Methods: A Quasi-Experimental study was conducted. The experimental arm included first -year PharmD students. VR headset was used to watch three narrated videos capturing 360 degrees views of the outpatient, inpatient pharmacy, and counseling clinic. A test measuring students ' general knowledge was required prior to and post the experience, followed by a satisfaction survey. The control arm included second -year PharmD students who had traditional hospital visits and were administered a knowledge test and satisfaction survey. Results: A total of 336 students were enrolled, 174 in the experimental arm and 162 in the control arm. The results showed improvement in the knowledge scores average among the experimental arm, 1.9 vs 3.5 in the pretest and post -test. The control arm had a comparable score with an average of 3.7. Regarding self-assessment using four 5-likert scales assessing pharmacist role, skills, and responsibilities, 31.8 % and 42 % in the experimental arm compared to 28.9 % and 28.9 % in the control group answered strongly agree and agree, respectively. Regarding satisfaction, using five 5-Likert scales assessing the experience time, quality, and content, 53 % and 25 % in the experimental group compared to 34 % and 23 % in the control group answered strongly agree and agree, respectively. Conclusion: VR provides pharmacy students with a standardized and effective learning and training experience. The experimental arm reported higher satisfaction rates and self-reported outcomes. Thus, implementing VR experiences within the pharmacy curriculum will provide students with an advanced educational advantage.
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页数:6
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