The document discusses the use of artificial intelligence (AI) and virtual reality (VR) in clinical education. It provides examples of how VR can be used for anatomy learning, patient case simulations, and physical therapy skills training. Studies show that while VR increases a student's sense of presence, it does not necessarily improve learning compared to traditional methods. VR works best when it allows for deliberate practice with specific feedback. The document also discusses how AI could serve as a cognitive partner to guide students' clinical decision making. Overall, the key takeaways are that education technologies like VR and AI can enhance learning if they are designed based on principles from the learning sciences and allow for skills practice with feedback.
1. What's New and How We Use it Well in
Clinical Education:
Artificial Intelligence
and Virtual Reality
Janet Corral, PhD
Associate Dean of Medical Education
Professor, Medicine
University of Nevada Reno
2. What do you most hope to get
out of today’s session?
3. Take-home messages
To impact learning outcomes, we must apply
principles from the learning sciences
The law of shiny objects will lead education astray
AI and VR offer great tools – if we design well for
their use
21. Codd, A. M., & Choudhury, B. (2011). Virtual
reality anatomy: Is it comparable with
traditional methods in the teaching of human
forearm musculoskeletal anatomy?.
Anatomical sciences education, 4(3), 119-125.
VR vs Traditional Dissection
7.25/10 6.87/10
P > 0.5
23. Clark, R. E. (1983). Reconsidering research on learning from media. Review of Educational Research, 53(4), 445–459.
Kozma, R. (1991). Learning with media. Review of Educational Research, 61(2), 179–212.
Kozma, R. B. (1994). Will media influence learning? Reframing the debate. Educational technology research and development, 42(2), 7-19.
24. Moro, C., Štromberga, Z., Raikos, A., & Stirling, A.
(2017). The effectiveness of virtual and augmented
reality in health sciences and medical
anatomy. Anatomical sciences education, 10(6), 549-
559.
25. Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual
reality. Journal of Educational Psychology, 110(6), 785.
26. Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual
reality. Journal of Educational Psychology, 110(6), 785.
27. Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual
reality. Journal of Educational Psychology, 110(6), 785.
28. Makransky, Terkildsen, & Mayer (2019). Adding immersive virtual reality to a science lab simulation
causes more presence but less learning. Learning and Instruction 60: 225-236
Do students learn better with VR or screens?
29. Makransky, Terkildsen, & Mayer (2019). Adding immersive virtual reality to a science lab simulation
causes more presence but less learning. Learning and Instruction 60: 225-236
Do students learn better with VR or screens?
Students are more present (d = 1.30)
Students learned less (d = 0.80)
Students had significantly higher cognitive load based on the
EEG measure (d = 0.59)
30. Your Turn
What do these studies tell you about
‘what works’ for learning with VR?
Take 5 minutes to discuss with
a new person near you
34. Using VR: Deliberate practice
Judd DL, Kelly B, Corral J. (2019) Virtual Reality in a Doctor
of Physical Therapy Curriculum. Platform presentation at
the APTA Educational Leadership Conference, Bellevue,
WA. October 2019
35. “I can look in
different areas
each time I play
the animation”
Student Feedback
“What I liked best was
that I didn’t feel bad
asking my patient to
stand up and sit down
as many times as I
needed to see
everything.”
“I didn’t feel bad
saying my thoughts
out loud about what
I’m seeing and being
wrong when I’m in
front of a patient or
peer”
“At times I
wanted to reach
out and palpate,
but couldn’t….”
Judd DL, Kelly B, Corral J. (2019) Virtual Reality in a Doctor of Physical Therapy Curriculum. Platform
presentation at the APTA Educational Leadership Conference, Bellevue, WA. October 2019
36. Student Feedback:
Should VR replace face-face training?
Costs could further
stratify students based
on socioeconomic
status Velev 2017, Iserson 2018
Nearly
90%
of students in our
study say they
wouldn’t want to
replace face-
face training with
VR
VR lacks face-
face interactions
and hands-
on experience
VR in the study
focuses on
technical aspects
over clinical
decision making
Overconfidence
Judd DL, Kelly B, Corral J. (2019) Virtual Reality in a Doctor of Physical Therapy Curriculum. Platform
presentation at the APTA Educational Leadership Conference, Bellevue, WA. October 2019
68. Take-home messages
To impact learning outcomes, we must apply
principles from the learning sciences
The law of shiny objects will lead education astray
AI and VR offer great tools – if we design well for
their use
69. Closing Reflection
Take 2 minutes to:
1. Note 1 lesson from today you will implement in your own
portfolio
2. Create two calendar reminders for 2 weeks and 4 weeks from
now to reflect on implementing #1
In the landscape of VR, tech gone up, cost gone down
Ie- anatomy apps that are functional
“fancy show and tell”
This is how our VR can set learners apart
Top of blooms taxonomy- higher that “knowledge”, for training and for top 1% students
Virtual Reality (VR) is the use of computer technology to create a simulated environment, uniquely, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
Economic efficiency- common head sets, especially for assessments
Like computer lab;
Infrastructure investment if we want to do this well
A few things we already know about VR
Technology improving while cost is declining
VR should be seen on a continuum of learning technologies to create immersive learning experiences and/or assessment experiences.
Technology is becoming more common, and its cost is decreasing.
Could follow the familiar trajectory of so many other technologies on campus like laptop computers, mobile devices/tablets, smartphones. Once upon a time, mobile devices were the subject of special projects to evaluate their use cases on campus, now they are commonplace- (i.e. all of my students routinely use only devices to take notes, plan assignments, communicate with me, and submit assignments. Estimated that 4% of students have access to XR technology, but decreasing costs and create ways to bring the technology to campus may change that.
My experience so far with VR has:
Through working on the project, opening doors to how things are taught and can be taught differently-
moving away from lecture model, where students are just listening and taking notes
It got me thinking of more active ways to learn and teach
Expanded boundaries of classroom, expanded where and when learning can take placeIncreased my productivity as a faculty member by exploring a new line of research
1 grant, 3 conference presentations, 2 papers in process
Talk today about how VR can effect education at Anschutz, what we learned from the students who have used the VR, and how we can think about moving VR project forward
Seo Traning by Symbolon from the Noun Project
people by asianson.design from the Noun Project
But maybe post-test of knowledge isn’t the best metric.
Virtual Reality by AB Designs from the Noun Project
3D Modelling by Vectors Market from the Noun Project
Virtual Reality by AB Designs from the Noun Project
3D Modelling by Vectors Market from the Noun Project
people by asianson.design from the Noun Project
Talking points:
Reasoning done aloud
She does nicely moving around patient
She’s comfortable with using the equipment, and she readily replays the animation to see it over and over again to do her analysis
Overall, received favorably by students:
All students agreed that animations were realistic enough to study human movement
85% on checklist used to identify behaviors of movement observation
All but 2 students either disagreed or strongly disagreed that VR could replace face-face training and simulation
Student quotes from original study
Student social media posts from practice lab this week; one posted to the CUPT Instagram account
Literature regrading nursing students echoed the same idea- many of their participants noted that VR should not replace traditional face-to-face lab or simulation opportunities
Seo Traning by Symbolon from the Noun Project
Need to explain EPA b/c Family medicine hasn’t done EPAs yet. PGME specialities very aware of EPAs.
Tina – will engage – sociologist
M – entrustment researcher MD
CBME evidence is still being built – this is a naturalist experiment
The reliability and validity and robustness is not the same as what Starbucks has to set up stores, but we are making decisions about someone who will care for people’s lives
In the landscape of VR, tech gone up, cost gone down
Ie- anatomy apps that are functional
“fancy show and tell”
This is how our VR can set learners apart
Top of blooms taxonomy- higher that “knowledge”, for training and for top 1% students
Virtual Reality (VR) is the use of computer technology to create a simulated environment, uniquely, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
Economic efficiency- common head sets, especially for assessments
Like computer lab;
Infrastructure investment if we want to do this well
A few things we already know about VR
Technology improving while cost is declining
VR should be seen on a continuum of learning technologies to create immersive learning experiences and/or assessment experiences.
Technology is becoming more common, and its cost is decreasing.
Could follow the familiar trajectory of so many other technologies on campus like laptop computers, mobile devices/tablets, smartphones. Once upon a time, mobile devices were the subject of special projects to evaluate their use cases on campus, now they are commonplace- (i.e. all of my students routinely use only devices to take notes, plan assignments, communicate with me, and submit assignments. Estimated that 4% of students have access to XR technology, but decreasing costs and create ways to bring the technology to campus may change that.
My experience so far with VR has:
Through working on the project, opening doors to how things are taught and can be taught differently-
moving away from lecture model, where students are just listening and taking notes
It got me thinking of more active ways to learn and teach
Expanded boundaries of classroom, expanded where and when learning can take placeIncreased my productivity as a faculty member by exploring a new line of research
1 grant, 3 conference presentations, 2 papers in process
Talk today about how VR can effect education at Anschutz, what we learned from the students who have used the VR, and how we can think about moving VR project forward