Assessing the Use of VR as a Tool for Teaching Hypoxia in Preclinical Medical Education: A Mixed-Methods Study Focusing on Student Experience and Learning

Saved in:
Bibliographic Details
Title: Assessing the Use of VR as a Tool for Teaching Hypoxia in Preclinical Medical Education: A Mixed-Methods Study Focusing on Student Experience and Learning
Language: English
Authors: Jiahui Julia Lim (ORCID 0009-0003-5848-0895), Krisztina Valter (ORCID 0000-0002-2033-0408), Suzanne Estaphan (ORCID 0000-0003-2369-4052)
Source: Advances in Physiology Education. 2026 50(1):89-100.
Availability: American Physiological Society. 9650 Rockville Pike, Bethesda, MD 20814-3991. Tel: 301-634-7164; Fax: 301-634-7241; e-mail: webmaster@the-aps.org; Web site: https://www.physiology.org/journal/advances
Peer Reviewed: Y
Page Count: 12
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Tests/Questionnaires
Education Level: Higher Education
Postsecondary Education
Descriptors: Computer Simulation, Medical Education, Technology Uses in Education, Student Experience, Physiology, Student Attitudes, Knowledge Level, Learning Experience, Medical Schools, Medical Students, Foreign Countries, Clinical Experience, Symptoms (Individual Disorders), Diseases, Graduate Medical Education
Geographic Terms: Australia
DOI: 10.1152/advan.00031.2025
ISSN: 1043-4046
1522-1229
Abstract: Virtual reality (VR) has revolutionized medical education, yet its specific efficacy in teaching medical physiology remains underexplored. Conveying the complexities of physiological responses to hypoxia through traditional teaching methods poses logistical challenges, potentially hindering students' deep understanding. This study investigates the impact of incorporating VR into preclinical medical physiology teaching, focusing on students' self-reported 1) knowledge acquisition and understanding of body responses to hypoxia, 2) VR technology acceptance and satisfaction, and 3) overall learning experience. In 2022, an Australian National University (ANU) Medical School teaching enhancement grant funded data collection to develop a comprehensive storyboard for a VR hypoxia simulation program. With support from the school's Technology-Enhanced Learning and Teaching team and the university's Center for Learning and Teaching, we created an in-house limited prototype focusing on key aspects of the scripted VR simulation module to test its feasibility and perceived usefulness within our Medicinae ac Chirurgiae Doctoranda (MChD) program. The module was integrated into a year 1 practical session, followed by a two-part series of data collection, comprising a questionnaire and video interviews. The questionnaire used a mixed-methods approach, including five-point Likert scale closed-ended questions rating VR perceived usefulness and ease of use and open-ended questions allowing participants to provide qualitative responses. Interviews delved deeper into users' experience, interactivity, collaboration, realism, practicality, knowledge acquisition, improvement suggestions, and overall technology and learning satisfaction. Although the implemented intervention did not represent the full range of features envisioned for the final program, preliminary findings from the first round of data collection via questionnaires (n = 45/96) reported positive user experiences. Sixty percent of responses showed agreement [agree (n = 22) and strongly agree (n = 5)] that learning outcomes were clear and aided by VR. Qualitative findings revealed higher motivation to use VR for learning as a complementary tool to traditional approaches and an intuitive interface. Thematic analysis identified improvement opportunities, including clearer user instructions, enhancing hypoxia symptom discernibility, and refining visual resolution. These insights will inform the next study phase, refining features to improve the overall learning experience and address technical challenges. Grounded in constructivist learning theory and technology acceptance frameworks, our findings leverage realistic VR simulations to enhance knowledge acquisition and understanding of complex physiological responses.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1497595
Database: ERIC
Full text is not displayed to guests.
Description
Abstract:Virtual reality (VR) has revolutionized medical education, yet its specific efficacy in teaching medical physiology remains underexplored. Conveying the complexities of physiological responses to hypoxia through traditional teaching methods poses logistical challenges, potentially hindering students' deep understanding. This study investigates the impact of incorporating VR into preclinical medical physiology teaching, focusing on students' self-reported 1) knowledge acquisition and understanding of body responses to hypoxia, 2) VR technology acceptance and satisfaction, and 3) overall learning experience. In 2022, an Australian National University (ANU) Medical School teaching enhancement grant funded data collection to develop a comprehensive storyboard for a VR hypoxia simulation program. With support from the school's Technology-Enhanced Learning and Teaching team and the university's Center for Learning and Teaching, we created an in-house limited prototype focusing on key aspects of the scripted VR simulation module to test its feasibility and perceived usefulness within our Medicinae ac Chirurgiae Doctoranda (MChD) program. The module was integrated into a year 1 practical session, followed by a two-part series of data collection, comprising a questionnaire and video interviews. The questionnaire used a mixed-methods approach, including five-point Likert scale closed-ended questions rating VR perceived usefulness and ease of use and open-ended questions allowing participants to provide qualitative responses. Interviews delved deeper into users' experience, interactivity, collaboration, realism, practicality, knowledge acquisition, improvement suggestions, and overall technology and learning satisfaction. Although the implemented intervention did not represent the full range of features envisioned for the final program, preliminary findings from the first round of data collection via questionnaires (n = 45/96) reported positive user experiences. Sixty percent of responses showed agreement [agree (n = 22) and strongly agree (n = 5)] that learning outcomes were clear and aided by VR. Qualitative findings revealed higher motivation to use VR for learning as a complementary tool to traditional approaches and an intuitive interface. Thematic analysis identified improvement opportunities, including clearer user instructions, enhancing hypoxia symptom discernibility, and refining visual resolution. These insights will inform the next study phase, refining features to improve the overall learning experience and address technical challenges. Grounded in constructivist learning theory and technology acceptance frameworks, our findings leverage realistic VR simulations to enhance knowledge acquisition and understanding of complex physiological responses.
ISSN:1043-4046
1522-1229
DOI:10.1152/advan.00031.2025