Dr. Connie Kunkler Mount San Antonio College San Dimas, California, United States
Disclosure(s):
Connie Kunkler, DNP: No financial relationships to disclose
Abstract: BACKGROUND SIGNIFICANCE: Shortages of clinical sites and Covid-19 have made it difficult for psychiatric technicians to obtain hands-on skills and complete their training. The development of VR software has the potential to strengthen communication skills and address the gap created by the lack of clinical sites. VR programs have been shown to be effective in promoting the application of knowledge and skills related to critical thinking, clinical decision-making, and communication.
Methods: The Simulation Evaluation Tool-Modified evaluated how well simulation met learning outcomes, communication skills, and self-perception on ability to communicate. The System Usability Scale evaluated the usability of the VR technology. Aims were to develop a 3D immersive clinical decision scenario using a VR platform to assess acceptance of new technology and measure communication skills. The purpose is to aid in resolving issues with the need for hands-on skills and for improving the student’s ability to appropriately interact with clients.
Results: Eighty-four percent of students agreed that the VR software was easy to use. Ninety-six percent of students felt more confident in clinical decision and communication skills with the patient. Implementation of the VR was feasible and acceptable to students. DISCUSSION/
Conclusion: Results demonstrated that the use of VR simulation can help bridge the gap between lack of clinical sites and opportunities to practice skills. VR simulation is a valuable tool for students to practice required clinical skills and enhance their self-efficacy, ultimately allowing them to transfer these skills when interacting with patients in a live setting, significantly affecting client outcomes.
Learning Objectives:
Upon completion, participants will be able to identify reasons and opportunities for integrating VR simulation into the curriculum.
Upon completion, participants will be able to state the process for designing and creating VR scenarios to increase hands-on and communication skills.
Upon completion, the participants will be able to describe the student learning experience in the 3D virtual environment.
Upon completion, the participants will be able to explore the relationship between the theoretical frameworks and evaluation methods.