Sapkaroski, D, Mundy, M and Dimmock, MR ORCID: https://orcid.org/0000-0002-2737-7946 (2020) Virtual reality versus conventional clinical role-play for radiographic positioning training: A students' perception study. Radiography, 26 (1). 57 - 62.

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Abstract

INTRODUCTION: Simulated learning environments (SLEs) are commonly utilised by educational institutions. The aim of this study was to assess if students perceptions varied relating to the effectiveness of either a virtual reality (VR) simulation or traditional clinical role-play scenario in developing radiographic hand positioning skills. METHODS: A split-cohort study was performed with Year 1 Undergraduate Radiography students (n = 76). Students were randomly assigned to undertake training for radiographic hand positioning tasks using either the CETSOL VR Clinic software (Group 1) or traditional clinical role-play (Group 2). Following completion of their positioning training, students' perceived impact of the SLE on developing practical and technical skills were assessed using a 5-point Likert scale questionnaire and free text option. RESULTS: Quantitative student perception scores indicated no significant difference between the two simulation modalities, the mean agreement scores (combined strongly agree + agree) for Groups 1 and 2 were 74.8% and 83.8%, respectively, where χ2 (4, n = 66) = 9.5, p-value = 0.394. Key themes expressed by students following a thematic analysis were "engagement with the learning environment, positioning practice and comparability to clinical practice. CONCLUSION: The perceptions of novice students in training for radiographic hand positioning tasks, using either a VR SLE or clinical role-play scenario, did not differ. There was a strong similarity in common themes, however, a key point of difference identified was the benefit of repetition afforded by the VR simulation, in contrast to the need for more time using traditional role-play in a constrained laboratory setting. IMPLICATIONS FOR PRACTICE: The lack of difference in student perceptions between VR and clinical role-play training, could offer a different approach to clinical training which is easily accessible and allows users to correct mistakes at their own pace.

Item Type: Article
Additional Information: The final version of this article and all relevant information related to it, including copyrights, can be found on the publisher website.
Subjects: T Technology > T Technology (General)
Divisions: Faculty of Natural Sciences > School of Computing and Mathematics
Related URLs:
Depositing User: Symplectic
Date Deposited: 27 Jul 2022 09:09
Last Modified: 27 Jul 2022 09:09
URI: https://eprints.keele.ac.uk/id/eprint/11128

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