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Assessing the effectiveness of virtual reality to promote empathy for patients through a mixed-methods study.
Garza, Kimberly B; Davis, Brandy; Kelley, Jacob; Richardson, Alexicia; Seals, Cheryl; Hawkins, Gary; McGuckin, Lily; Rose, Chad G; Grabowsky, Adelia.
Afiliação
  • Garza KB; Auburn University, Health Outcomes Research and Policy, Auburn, AL, USA. Electronic address: kbl0005@auburn.edu.
  • Davis B; Auburn University, Health Outcomes Research and Policy, Auburn, AL, USA.
  • Kelley J; Auburn University, Educational Foundations, Leadership, and Technology, Auburn, AL, USA.
  • Richardson A; Auburn University, Computer Science and Software Engineering, Auburn, AL, USA.
  • Seals C; Auburn University, Computer Science and Software Engineering, Auburn, AL, USA.
  • Hawkins G; Auburn University, Libraries, Auburn, AL, USA.
  • McGuckin L; Auburn University, Libraries, Auburn, AL, USA.
  • Rose CG; Auburn University, Mechanical Engineering, Auburn, AL, USA.
  • Grabowsky A; Auburn University, Libraries, Auburn, AL, USA.
Am J Pharm Educ ; 88(6): 100702, 2024 Jun.
Article em En | MEDLINE | ID: mdl-38688454
ABSTRACT

OBJECTIVE:

To describe the implementation and outcomes of EmpathyVR, an immersive experience using virtual reality (VR) to promote empathy for patients with physical limitations due to chronic diseases.

METHODS:

First-year student pharmacists participated in a learning experience that incorporated VR and stiff gloves to simulate physical limitations associated with color-blindness and arthritis, respectively. Students completed pre- and post-intervention surveys that included the Kiersma-Chen Empathy Scale and measures of immersion, user enjoyment, perceived usefulness for learning, and adverse effects of the experience. A focus group was also conducted with 6 students to obtain additional feedback on the learning experience.

RESULTS:

Of the 132 students who were enrolled in the program, 131 completed the assigned tasks; 117 of these agreed to participate in the study, and their data were included in the analyses. There was a significant improvement in empathy scores in the cognitive domain from pre- to post-intervention. Post-intervention survey results also demonstrated a high degree of immersion in the experience, high levels of self-reported enjoyment, and high levels of perceived usefulness of the activity to support learning. There was a low to moderate incidence of minor self-reported adverse effects from the activity. Focus group feedback was also positive. One student stated, "… it really allowed you to think and put yourself in their shoes."

CONCLUSION:

Implementation of a VR-based learning activity into the first semester of the PharmD curriculum was successful and resulted in improved student empathy scores and a positive learning experience.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Estudantes de Farmácia / Educação em Farmácia / Empatia / Realidade Virtual Limite: Adult / Female / Humans / Male Idioma: En Revista: Am J Pharm Educ Ano de publicação: 2024 Tipo de documento: Article País de publicação: Estados Unidos

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Estudantes de Farmácia / Educação em Farmácia / Empatia / Realidade Virtual Limite: Adult / Female / Humans / Male Idioma: En Revista: Am J Pharm Educ Ano de publicação: 2024 Tipo de documento: Article País de publicação: Estados Unidos