TY - JOUR
T1 - The effect of virtual reality on cognitive, affective, and psychomotor outcomes in nursing staffs
T2 - systematic review and meta-analysis
AU - Efendi, Defi
AU - Apriliyasari, Renny Wulan
AU - Prihartami Massie, Juliana Gracia Eka
AU - Wong, Cho Lee
AU - Natalia, Regina
AU - Utomo, Bejo
AU - Sunarya, Chiyar Edison
AU - Apriyanti, Efa
AU - Chen, Kee Hsin
N1 - Publisher Copyright:
© 2023, The Author(s).
PY - 2023/12
Y1 - 2023/12
N2 - Background: In the healthcare systems of the world, reinforcing the competence and professionalism of nurses has become a concern. Gaining clinical nursing competence in the healthcare system requires more effort, and additional training is required. Medical education and training have begun using digital technologies, such as virtual reality (VR). The purpose of this research was to examine the efficacy of VR in terms of cognitive, emotional, and psychomotor outcomes and learning satisfaction in nurses. Method: The study searched eight databases (Cochrane library, EBSCOHost, Embase, OVID MEDLINE, ProQuest, PubMed, Scopus, and Web of Science) for articles that met these criteria: (i) nursing staff, (ii) any virtual reality technology intervention for education, all levels of immersion, [1] randomized control trial and quasi-experiment study, and (iv) published articles and unpublished theses. The standardized mean difference was measured. The random effect model was applied to measure the main outcome of the study with a significance level of p <.05. The I2 statistic assessment was applied to identify the level of heterogeneity of the study. Results: A total of 6740 studies were identified, of which 12 studies with 1470 participants met the criteria for inclusion. The meta-analysis showed a significant improvement in the cognitive aspect (standardized mean difference [SMD] = 1.48; 95% CI = 0.33–2.63; p =.011, I 2 = 94.88%), the affective aspect (SMD = 0.59; 95% CI = 0.34–0.86; p <.001, I 2 = 34.33%), the psychomotor aspect (SMD = 0.901; 95% CI = 0.49–1.31; p <.001, I 2 = 80.33%), and learning satisfaction (SMD = 0.47; 95% CI = 0.17–0.77; p =.002, I 2 = 0%) aspects of the groups that received the VR intervention compared to the control groups. Subgroup analysis found that dependent variables (e.g., level of immersion) did not improve study outcomes. The quality of evidence was low which is affected by major methodological issues. Conclusions: VR may favorable as alternative method to increase nurse competencies. Randomized controlled trials (RCTs) on larger samples are needed to strengthen the evidence for the effect of VR in various clinical nurse settings. ROSPERO registration number: CRD42022301260.
AB - Background: In the healthcare systems of the world, reinforcing the competence and professionalism of nurses has become a concern. Gaining clinical nursing competence in the healthcare system requires more effort, and additional training is required. Medical education and training have begun using digital technologies, such as virtual reality (VR). The purpose of this research was to examine the efficacy of VR in terms of cognitive, emotional, and psychomotor outcomes and learning satisfaction in nurses. Method: The study searched eight databases (Cochrane library, EBSCOHost, Embase, OVID MEDLINE, ProQuest, PubMed, Scopus, and Web of Science) for articles that met these criteria: (i) nursing staff, (ii) any virtual reality technology intervention for education, all levels of immersion, [1] randomized control trial and quasi-experiment study, and (iv) published articles and unpublished theses. The standardized mean difference was measured. The random effect model was applied to measure the main outcome of the study with a significance level of p <.05. The I2 statistic assessment was applied to identify the level of heterogeneity of the study. Results: A total of 6740 studies were identified, of which 12 studies with 1470 participants met the criteria for inclusion. The meta-analysis showed a significant improvement in the cognitive aspect (standardized mean difference [SMD] = 1.48; 95% CI = 0.33–2.63; p =.011, I 2 = 94.88%), the affective aspect (SMD = 0.59; 95% CI = 0.34–0.86; p <.001, I 2 = 34.33%), the psychomotor aspect (SMD = 0.901; 95% CI = 0.49–1.31; p <.001, I 2 = 80.33%), and learning satisfaction (SMD = 0.47; 95% CI = 0.17–0.77; p =.002, I 2 = 0%) aspects of the groups that received the VR intervention compared to the control groups. Subgroup analysis found that dependent variables (e.g., level of immersion) did not improve study outcomes. The quality of evidence was low which is affected by major methodological issues. Conclusions: VR may favorable as alternative method to increase nurse competencies. Randomized controlled trials (RCTs) on larger samples are needed to strengthen the evidence for the effect of VR in various clinical nurse settings. ROSPERO registration number: CRD42022301260.
KW - Affective
KW - Cognitive
KW - Learning satisfaction
KW - Nursing staff
KW - Psychomotor
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85160073457&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85160073457&partnerID=8YFLogxK
U2 - 10.1186/s12912-023-01312-x
DO - 10.1186/s12912-023-01312-x
M3 - Article
AN - SCOPUS:85160073457
SN - 1472-6955
VL - 22
JO - BMC Nursing
JF - BMC Nursing
IS - 1
M1 - 170
ER -