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Virtual reality in experiential pharmacy education: A quasi-experimental study
Saudi Pharmaceutical Journal ( IF 4.1 ) Pub Date : 2024-03-13 , DOI: 10.1016/j.jsps.2024.102028
Nora Alkhudair , Fatma Alrayes , Dalal Alsehli , Shahad AlRayes

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. 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° 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. 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 pre-test 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. 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.

中文翻译:

体验式药学教育中的虚拟现实:一项准实验研究

扩展现实 (XR) 技术是基于模拟的学习工具的总称,涵盖 3 维技术,包括虚拟现实 (VR)、增强现实 (AR) 和混合现实 (MR)。在沙特国王大学,一年级药学学生必须在入门药学实践体验 (IPPE) 期间接受医院观察培训。我们的目的是衡量 IPPE 学生 VR 学习体验的有效性和满意度。进行了准实验研究。实验组包括一年级药学博士生。使用 VR 耳机观看三个带叙述的视频,捕捉门诊、住院药房和咨询诊所的 360° 视图。在体验之前和之后需要进行衡量学生常识的测试,然后进行满意度调查。对照组包括二年级药学博士生,他们进行传统的医院访问,并接受知识测试和满意度调查。共有 336 名学生入读,其中实验组 174 名,对照组 162 名。结果显示,实验组的平均知识得分有所提高,前测和后测分别提高了 1.9 分和 3.5 分。对照组的得分相当,平均为 3.7。关于使用四个 5 级李克特量表评估药剂师角色、技能和责任的自我评估,实验组中有 31.8% 和 42% 的人分别回答“强烈同意”和“同意”,而对照组则分别有 28.9% 和 28.9% 的人回答“强烈同意”和“同意”。关于满意度,使用五个 5-Likert 量表评估体验时间、质量和内容,实验组中分别有 53% 和 25% 的人回答“非常同意”和“同意”,而对照组的这一比例分别为 34% 和 23%。 VR为药学专业学生提供标准化、有效的学习培训体验。实验组报告了更高的满意度和自我报告的结果。因此,在药学课程中实施 VR 体验将为学生提供先进的教育优势。
更新日期:2024-03-13
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