TY - JOUR AU - Lau, Siew Tiang AU - Siah, Rosalind Chiew Jiat AU - Dzakirin Bin Rusli, Khairul AU - Loh, Wen Liang AU - Yap, John Yin Gwee AU - Ang, Emily AU - Lim, Fui Ping AU - Liaw, Sok Ying PY - 2023 DA - 2023/8/30 TI - Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study JO - JMIR Serious Games SP - e46398 VL - 11 KW - user experience KW - acceptability KW - usability KW - virtual patient KW - clinical procedure KW - immersive KW - nursing student KW - virtual reality KW - education KW - performance AB - Background: The capacity of health care professionals to perform clinical procedures safely and competently is crucial as it will directly impact patients’ outcomes. Given the ability of head-mounted virtual reality to simulate the authentic clinical environment, this platform should be suitable for nurses to refine their clinical skills for knowledge and skills acquisition. However, research on head-mounted virtual reality in learning clinical procedures is limited. Objective: The objectives of this study were (1) to describe the design of a head-mounted virtual reality system and evaluate it for education on clinical procedures for nursing students and (2) to explore the experience of nursing students using head-mounted virtual reality for learning clinical procedures and the usability of the system. Methods: This usability study used a mixed method approach. The stages included developing 3D models of the necessary instruments and materials used in intravenous therapy and subcutaneous injection procedures performed by nurses, followed by developing the procedures using the Unreal Engine (Epic Games). Questionnaires on the perception of continuance intention and the System Usability Scale were used along with open-ended questions. Results: Twenty-nine nursing students took part in this questionnaire study after experiencing the immersive virtual reality (IVR) intervention. Participants reported largely favorable game perception and learning experience. Mean perception scores ranged from 3.21 to 4.38 of a maximum score of 5, while the mean system usability score was 53.53 of 100. The majority found that the IVR experience was engaging, and they were immersed in the game. The challenges encountered included unfamiliarity with the new learning format; technological constraints, such as using hand controllers; and physical discomfort. Conclusions: The conception of IVR for learning clinical procedures through deliberate practice to enhance nurses’ knowledge and skills is promising. However, refinement of the prototypes is required to improve user experience and learning. Future research can explore other ways to use IVR for better education and health care purposes. SN - 2291-9279 UR - https://games.jmir.org/2023/1/e46398 UR - https://doi.org/10.2196/46398 UR - http://www.ncbi.nlm.nih.gov/pubmed/37647108 DO - 10.2196/46398 ID - info:doi/10.2196/46398 ER -