Virtual Reality Instructional Design in Orthopedic Physical Therapy Education
A Mixed-Methods Usability Test
Bibliographic Data
| ID | 21629700 |
|---|---|
| Authors | Aaron J Hartstein (0000-0003-2469-3684, Shenandoah University, corresponding author), Margaret Verkuyl (0000-0002-7714-5449, Centennial College), Kory Zimney (0000-0002-7513-2126, University of South Dakota), Jean Yockey (University of South Dakota), Patti Berg‐Poppe (0000-0002-6871-2480, University of South Dakota), Patti Berg-Poppe (University of South Dakota) |
| Year | 2022 |
| Volume | 53 |
| Issue | 2 |
| Pages | 111-134 |
| Publication date | 2022-04-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Simulation & Gaming (JOURNAL) |
| Journal identifiers | ISSN: 1046-8781 • E-ISSN: 1552-826X |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/10468781211073646 |
| OpenAlex | W4214650824 |
| Language | EN |
| Citations received | 2 |
| References cited | 54 |
Background Physical therapy education benefits from innovative and authentic learning opportunities. However, factors that influence the acceptance of educational technology must be assessed prior to curricular adoption. The purpose of this study was to assess the perceived ease of use and perceived usefulness of a virtual reality (VR) learning experience developed to promote the clinical decision-making of student physical therapists. Methods A VR learning experience was developed, and an established two-stage usability test assessed player experience as well as the user’s perception of both ease of use and usefulness. Two experts evaluated the VR learning experience and provided feedback. Six student physical therapists and five faculty members completed the VR experience, responded to two questionnaires, and participated in a semi-structured interview to further assess ease of use and utility. Results High levels of perceived ease of use, perceived usefulness, and positive player experiences were reported by both faculty and student users. Faculty users perceived a significantly greater amount of educational and clinical utility from the VR simulation than did student users. Semi-structured interviews revealed themes related to ease of use, benefits, modeling of professional behaviors, and realism. Conclusion Quantitative data supported faculty and student users’ perceptions of ease of use, utility towards learning, practical application, and several constructs related to user experience. Qualitative data provided recommendations to modify design features of the VR experience. This study provides a template to design, produce, and assess the usability of an immersive VR learning experience that may be replicated by other health professions educators where current evidence is limited
Human–computer interaction · Medical education · Perception · Usability · Virtual reality · Applied Psychology · Computer Science · Innovations in Medical Education · Medicine · Psychology · Simulation-Based Education in Healthcare · Virtual Reality Applications and Impacts
Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments
Validity, reliability, and generalizability in qualitative research
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Development and validation of the player experience inventory
Examining the multiplicative relationships between teachers’ competence, value and pedagogical beliefs about technology integration
A General Inductive Approach for Analyzing Qualitative Evaluation Data
Three Approaches to Qualitative Content Analysis
| Citations per year | 0.67 |
|---|---|
| Citation span | 2023 - 2025 (3) |
| Highly cited | No |