Abstract
Virtual reality (VR) has the potential to take learning beyond the traditional classroom setting. VR has been shown to increase engagement, retention, experiential learning, and inclusive education. This study describes how VR was used in a graduate healthcare program to train students on anatomy, physiology, and mental health care. This course uses Prospectus software to demonstrate how students can conduct VR simulated cadaver dissections. The use of the software allows students a unique and up-close experience with the human body. Healthcare students are required to demonstrate competency in anatomy and physiology. This software allows students to interact in real-time with students in other programs across the country. VR is also used to train students on how to address mental health concerns with clients through use of interactive meditation practices. Key benefits to using VR include the following, a variety of programs and courses, convenience and flexibility for diverse learners, immediate results and feedback for improved learning outcomes, and immersive experiences to engage learners. Experiential learning is the process of learning through hands-on experience to gain knowledge and skills. This gives students a broader view of the world and insight into their own learning style, interests, and communication skills. VR allows instructors to develop recorded online content that students can access anytime. This immersive experience provides students and educators with flexibility and creation of collaborative learning spaces. This study also describes how gamification of learning makes it more interactive and fun.
Presenters
Natalie PerkinsDepartment Chair, Occupational Therapy, University of the Pacific, California, United States
Details
Presentation Type
Theme
Considering Digital Pedagogies
KEYWORDS
Virtual Reality, Healthcare, Occupational Therapy, Anatomy, Physiology
Digital Media
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