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Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot
Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot
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Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot
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Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot
Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot

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Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot
Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot
Journal Article

Evaluating the Impact of Virtual Reality on Medical Students’ Skills Performance in High- Fidelity Simulation: A Randomised Controlled Trial Pilot

2024
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Overview
Background: There is currently limited evidence on the comparative educational value of virtual reality (VR) in high-fidelity simulation for managing acutely unwell patients (AUPs). This study aimed to evaluate the effects of VR sessions on performance outcomes in technical skills and non-technical skills during high-fidelity simulation for AUPs. Methods: This randomized controlled trial was conducted among fifth-year medical students in England. The control arm followed the standard curriculum, whereas the intervention arm completed a VR session prior to their high-fidelity simulation. In both arms, non-technical skills were evaluated using a validated behavioral markers system (BMS), whilst technical skills were assessed by calculating the percentage of critical actions completed. Results:The non-technical skills performance did not differ significantly between the control and intervention arms, nor did the percentage of critical actions completed. Participants provided predominantly positive feedback on their experience with the VR intervention. Conclusions: Whilst previous evidence suggests the potential transferable skills and cost-effectiveness of VR sessions, this study did not show measurable improvements in performance outcomes, likely due to small sample size. The findings of this pilot study emphasize the importance of conducting further research to explore the direct impact of VR sessions upon clinical outcomes, and their suitability as an adjunct to high-fidelity simulation. 

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