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Exploring the potential of Virtual Reality to increase self-efficacy in medical students
1. Exploring the potential of Virtual
Reality to increase self-efficacy in
medical students
Steve Gallagher & Tehmina Gladman
steve.gallagher@otago.ac.nz
Twitter: @stevegallagher
tehmina.gladman@otago.ac.nz
Twitter: @tbgladman
2. What is it and can it do?
Affordances (adapted from Rizzo & Koenig,
2017)
● Ecological relevance
● Systematically controllable
● Real-time feedback including
performance feedback
● Cueing
● Performance capture and review
● Pause / repeat / reset
● Safety
● Game mechanics
● Sustainable?
VR - immersive
AR - virtual overlaid on
physical world
“.. opportunity to create highly
realistic, interactive, and
systematically controllable
stimulus environments that
users could be immersed in,
and interact with” (Rizzo &
Koenig, 2017)
Rizzo, A. “Skip”, & Koenig, S. T. (2017). Is clinical virtual reality ready for primetime? Neuropsychology, 31(8), 877–899
4. VR is diverse
Immersion / presence is
thought to be important for
experiential learning and
transfer
Affected by ecological validity
● Realistic appearance?
● Realistic behaviour
● Functional validity
Does Self efficacy depend on
ecological validity?
5. Questions for exploration:
What opportunities does VR present for clinical education?
What do we know about designing effective experiences in this
modality?
How might we create VR experiences that support self-efficacy?
What measures of performance and ability should we explore in
this environment?
What are the practical considerations when developing VR
experiences for education?
Editor's Notes
Described by Bandura (1977) as an individual’s perception of their own ability to complete a particular task. Self-efficacy is a social cognitive construct that is influenced by both internal beliefs and attitudes and external contexts. Higher self-efficacy means that a person is more likely to attempt and persist at a task, whereas lower self-efficacy is correlated with lower levels of persistence and less likelihood of attempting a novel task. Previous accomplishments, verbal persuasion by self and others, vicarious experiences of others attempts at a task, and emotional arousal have all been found to have an influence on an individual’s self-efficacy in both the positive and negative direction.
Self-efficacy is often seen as a mediator between a person’s knowledge and skills and their willingness to attempt a task.
“competent functioning in a particular situation requires the necessary knowledge and skills as well as personal beliefs of efficacy to meet the demands of the specific situation.”p. 93 (Mavis, 2001)
Strong evidence for the relationship between high-fidelity simulation and improved self-efficacy. Does VR simulation have same relationship?
Vincent, D. S., Sherstyuk, A. , Burgess, L. and Connolly, K. K. (2008), Teaching Mass Casualty Triage Skills Using Immersive Three‐dimensional Virtual Reality. Academic Emergency Medicine, 15: 1160-1165. doi:10.1111/j.1553-2712.2008.00191.x