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      Virtual reality and augmented reality in medical education: an umbrella review

      systematic-review

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          Abstract

          Objective

          This umbrella review aims to ascertain the extent to which immersive Virtual Reality (VR) and Augmented Reality (AR) technologies improve specific competencies in healthcare professionals within medical education and training, in contrast to traditional educational methods or no intervention.

          Methods

          Adhering to PRISMA guidelines and the PICOS approach, a systematic literature search was conducted across major databases to identify studies examining the use of VR and AR in medical education. Eligible studies were screened and categorized based on the PICOS criteria. Descriptive statistics and chi-square tests were employed to analyze the data, supplemented by the Fisher test for small sample sizes or specific conditions.

          Analysis

          The analysis involved cross-tabulating the stages of work (Development and Testing, Results, Evaluated) and variables of interest (Performance, Engagement, Performance and Engagement, Effectiveness, no evaluated) against the types of technologies used. Chi-square tests assessed the associations between these categorical variables.

          Results

          A total of 28 studies were included, with the majority reporting increased or positive effects from the use of immersive technologies. VR was the most frequently studied technology, particularly in the “Performance” and “Results” stages. The chi-square analysis, with a Pearson value close to significance ( p = 0.052), suggested a non-significant trend toward the association of VR with improved outcomes.

          Conclusions

          The results indicate that VR is a prevalent tool in the research landscape of medical education technologies, with a positive trend toward enhancing educational outcomes. However, the statistical analysis did not reveal a significant association, suggesting the need for further research with larger sample sizes. This review underscores the potential of immersive technologies to enhance medical training yet calls for more rigorous studies to establish definitive evidence of their efficacy.

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          Most cited references61

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          The PRISMA 2020 statement: An updated guideline for reporting systematic reviews

          The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) statement, published in 2009, was designed to help systematic reviewers transparently report why the review was done, what the authors did, and what they found. Over the past decade, advances in systematic review methodology and terminology have necessitated an update to the guideline. The PRISMA 2020 statement replaces the 2009 statement and includes new reporting guidance that reflects advances in methods to identify, select, appraise, and synthesise studies. The structure and presentation of the items have been modified to facilitate implementation. In this article, we present the PRISMA 2020 27-item checklist, an expanded checklist that details reporting recommendations for each item, the PRISMA 2020 abstract checklist, and the revised flow diagrams for original and updated reviews.
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            Virtual Reality for Health Professions Education: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration

            Background Virtual reality (VR) is a technology that allows the user to explore and manipulate computer-generated real or artificial three-dimensional multimedia sensory environments in real time to gain practical knowledge that can be used in clinical practice. Objective The aim of this systematic review was to evaluate the effectiveness of VR for educating health professionals and improving their knowledge, cognitive skills, attitudes, and satisfaction. Methods We performed a systematic review of the effectiveness of VR in pre- and postregistration health professions education following the gold standard Cochrane methodology. We searched 7 databases from the year 1990 to August 2017. No language restrictions were applied. We included randomized controlled trials and cluster-randomized trials. We independently selected studies, extracted data, and assessed risk of bias, and then, we compared the information in pairs. We contacted authors of the studies for additional information if necessary. All pooled analyses were based on random-effects models. We used the Grading of Recommendations, Assessment, Development and Evaluations (GRADE) approach to rate the quality of the body of evidence. Results A total of 31 studies (2407 participants) were included. Meta-analysis of 8 studies found that VR slightly improves postintervention knowledge scores when compared with traditional learning (standardized mean difference [SMD]=0.44; 95% CI 0.18-0.69; I2=49%; 603 participants; moderate certainty evidence) or other types of digital education such as online or offline digital education (SMD=0.43; 95% CI 0.07-0.79; I2=78%; 608 participants [8 studies]; low certainty evidence). Another meta-analysis of 4 studies found that VR improves health professionals’ cognitive skills when compared with traditional learning (SMD=1.12; 95% CI 0.81-1.43; I2=0%; 235 participants; large effect size; moderate certainty evidence). Two studies compared the effect of VR with other forms of digital education on skills, favoring the VR group (SMD=0.5; 95% CI 0.32-0.69; I2=0%; 467 participants; moderate effect size; low certainty evidence). The findings for attitudes and satisfaction were mixed and inconclusive. None of the studies reported any patient-related outcomes, behavior change, as well as unintended or adverse effects of VR. Overall, the certainty of evidence according to the GRADE criteria ranged from low to moderate. We downgraded our certainty of evidence primarily because of the risk of bias and/or inconsistency. Conclusions We found evidence suggesting that VR improves postintervention knowledge and skills outcomes of health professionals when compared with traditional education or other types of digital education such as online or offline digital education. The findings on other outcomes are limited. Future research should evaluate the effectiveness of immersive and interactive forms of VR and evaluate other outcomes such as attitude, satisfaction, cost-effectiveness, and clinical practice or behavior change.
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              Population, Intervention, Comparison, Outcomes and Study (PICOS) design as a framework to formulate eligibility criteria in systematic reviews

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                Author and article information

                Contributors
                URI : https://loop.frontiersin.org/people/2377430/overviewRole: Role: Role: Role: Role:
                URI : https://loop.frontiersin.org/people/2382064/overview
                Role: Role: Role: Role:
                Role: Role: Role: Role:
                URI : https://loop.frontiersin.org/people/2266775/overview
                Journal
                Front Digit Health
                Front Digit Health
                Front. Digit. Health
                Frontiers in Digital Health
                Frontiers Media S.A.
                2673-253X
                14 March 2024
                2024
                : 6
                : 1365345
                Affiliations
                [ 1 ]Department of Chemistry, Universidad Técnica Particular de Loja , Loja, Ecuador
                [ 2 ]Escuela Superior Politécnica de Chimborazo (ESPOCH) , Riobamba, Ecuador
                [ 3 ]INFN-Laboratori Nazionali di Frascati , Frascati, Italy
                Author notes

                Edited by: Veronica Penza, Italian Institute of Technology (IIT), Italy

                Reviewed by: George Papagiannakis, University of Crete, Greece

                Marc Lazarovici, Ludwig Maximilian University of Munich, Germany

                [* ] Correspondence: Talia Tene tbtene@ 123456utpl.edu.ec Cristian Vacacela Gomez vacacela@ 123456lnf.infn.it
                Article
                10.3389/fdgth.2024.1365345
                10973128
                38550715
                014b743d-d8b3-4f0f-8c13-db2c0d59b968
                © 2024 Tene, Vique López, Valverde Aguirre, Orna Puente and Vacacela Gomez.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 04 January 2024
                : 04 March 2024
                Page count
                Figures: 3, Tables: 5, Equations: 0, References: 62, Pages: 0, Words: 0
                Funding
                Funded by: Universidad Técnica Particular de Loja
                Award ID: POA_VIN-56
                The author(s) declare financial support was received for the research, authorship, and/or publication of this article.
                This work has been supported by the Universidad Técnica Particular de Loja (grant No. POA_VIN-56).
                Categories
                Digital Health
                Systematic Review
                Custom metadata
                Connected Health

                immersive technologies,virtual reality,augmented reality,medical education,medical training and learning

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