Gamification in Higher Education: Using VR to Train Healthcare Professionals

Audience Level: 
All
Session Time Slot(s): 
Institutional Level: 
Higher Ed
Streamed: 
Onsite
Special Session: 
Diversity & Inclusion
Abstract: 

 Using virtual reality for healthcare professionals and students allows them to be more engaged and better understand course material. It provides students with new ways to learn difficult material and enhances the capabilities of students. VR is shown to improve empathy and commitment to social change by creating an inclusive experience.

Extended 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 session describes how VR was used in a graduate healthcare program to train students on anatomy, physiology, and mental health care. This course will use the 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 them 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 presentation will include interactive experiences with VR and sample lesson plans for creating course content. Attendees will learn how to create classroom practices using VR through options for high and low-cost solutions. Attendees will gain knowledge in how to develop VR course material and create flipped classroom activities to increase student engagement and learning outcomes. Attendees will gain knowledge of how to create virtual based lectures and study groups. Attendees will also learn about the gamification of  learning to make it more interactive and fun.

 
Conference Session: 
Concurrent Session 9
Conference Track: 
Technology and Future Trends
Session Type: 
Gamified Session
Intended Audience: 
Faculty
Students
Training Professionals
Technologists