Immersive Clinical Experience 2

The Immersive Clinical Experience 2 is a case-based simulation learning activity that uses Virtual Reality (VR) to situate Year 1 medical undergraduate students in a realistic clinical scenario. This VR experience gives learners the opportunity to practice interviewing a patient, performing physical exams, ordering diagnostic tests and imaging, and working through their clinical decision-making in an emergency medicine setting. The VR experience allows learners to test their knowledge in a low-stakes yet applied clinical setting.

Building on the positive student feedback heard regarding the first Immersive Clinical Experience, this 2nd case was designed to leverage the affordances of VR for learning:

  1. Hand-tracking enables greater accessibility for learners to use the technology and gives them the opportunity to use their hands for physical examinations of the patient. 
  2. A voice-activated virtual dictaphone allows learners to rapidly record notable findings to a doctor’s note as they progress through their case. 
  3. High-fidelity 3D environments and realistic soundscapes situate and contextualize learners in clinical spaces, introducing them to these environments before their clerkship years. 
  4. Immediate corrective feedback is provided to learners on their clinical decision-making to support their learning
  5. Learning analytics drawn activities within the VR experience serve as both a reflection opportunity for learners and learning insight for teaching faculty.

It aligned with the curriculum very well and integrated so many different components of our different classes that we take.” 

– Year 1 MDUP Learner 

Learner feedback from the VR experience was overwhelmingly positive. Learners consistently asked for more VR cases to explore, more VR sessions to participate in, and further incorporation into the curriculum.  

Learners expressed an interest in having more chances to be tested in the VR experience and having the freedom to ask their own questions to the patient. Learner feedback will help to inform the future design and use of immersive learning like the VR experience in curricular activities.


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