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Innovative technologies in psychiatry education

A systematic review

Datos Bibliográficos

ID22424565
AutoresSaba Mokhtari (University of Social Welfare and Rehabilitation Sciences), Asieh Mokhtari (Iran University of Medical Sciences), Seyed Vahid Shariat (0000-0001-5086-7719, Iran University of Medical Sciences), Ali Nazeri Astaneh (0000-0002-8458-8045, University of Social Welfare and Rehabilitation Sciences), Mohammadreza Shalbafan (0000-0002-4536-3441, Iran University of Medical Sciences, autor de correspondencia)
Año2026
Fecha de publicación2026-06-02
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaBMC Medical Education (JOURNAL)
Identificadores de la revistaISSN: 1472-6920 • E-ISSN: 1472-6920
EditorialSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1186/s12909-026-09573-1
PMID42231362
OpenAlexW7163149788
IdiomaEN

INTRODUCTION: The rapid integration of innovative technologies into healthcare education has reshaped how medical training is delivered. While simulation-based learning, virtual reality (VR), and gamified platforms are well established in other specialties, their use in psychiatry education remains limited. Given the increasing demand for interactive methods that suit digitally oriented learners, this review evaluates the effectiveness of these technologies in psychiatry training. METHOD: A systematic review was conducted in accordance with the PRISMA guidelines. We searched PubMed, Scopus, ScienceDirect, Cochrane, and PsycINFO to identify eligible randomized and non-randomized trials up to May 2025. Inclusion criteria required studies involving medical students, residents, or physicians using technology-based interventions such as VR, virtual patients (VPs), serious games, high-fidelity simulation (HFS), or mobile applications. We included only studies that reported quantitative educational outcomes (e.g., knowledge, skills, diagnostic accuracy, confidence). We assessed risk of bias using the RoB2, ROBINS-I, and JBI tools, depending on the study design. RESULTS: Out of 2,005 initial records, nine studies met the inclusion criteria. Interventions included VPs (n = 4), HFSs (n = 2), comprehensive clinic simulators (n = 1), VR simulations (n = 1), and gamified mobile microlearning (n = 1). Most studies demonstrated positive short-term effects on knowledge, diagnostic accuracy, skills, confidence, and empathy. Virtual reality simulations reduced stigma and increased empathy toward patients with psychosis, while high-fidelity simulations significantly improved procedural skills such as electroconvulsive therapy (ECT). However, evidence of sustained learning and long-term outcomes was inconsistent. Risk of bias varied from low to moderate across studies, with methodological heterogeneity limiting comparability. CONCLUSION: Innovative technologies show promising potential in psychiatry education by enhancing engagement, clinical reasoning, and skill acquisition. Virtual patients support diagnostic training, high-fidelity simulations strengthen procedural skills, and VR interventions can positively influence attitudes such as empathy and stigma reduction. Gamified mobile applications provide scalable, accessible tools for reinforcing psychiatric knowledge. Nevertheless, findings remain mixed due to variability in study design, small sample sizes, and limited follow-up. Future research should focus on large-scale, well-controlled trials that assess long-term effectiveness, cost-efficiency, and integration into curricula. Overall, innovative technologies represent a valuable complement to traditional psychiatry education and warrant broader adoption and evaluation.

Empathy · MEDLINE · Psychological intervention · PsycINFO · Rigour · Systematic review · Telemedicine · Virtual patient · Educational Games and Gamification · Simulation-Based Education in Healthcare · Virtual Reality Applications and Impacts

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