The Past, Present, and Future of Virtual Reality in Pharmacy Education

Objective. To characterize how virtual reality (VR) has been and is being used in pharmacy education, and evaluate the projected utility of VR technology in pharmacy education in the future. Findings. Virtual reality technology has been used in pharmacy education for many years to provide engaging learning experiences. Although these learning experiences were not available in the three-dimensional digital environments provided by current VR, they demonstrated improvements in learning. Recent technological advancements have substantially increased the potential usefulness of VR for pharmacy education by providing immersive educational activities that mimic real world experiences to reinforce didactic and laboratory concepts. Virtual reality training that uses head-mounted displays is just beginning in pharmacy education, but more educational VR programs are becoming available. Further research will be necessary to fully understand the potential impact of VR on pharmacy education. Summary. Virtual reality technology can provide an immersive and interactive learning environment, overcoming many of the early challenges faced by instructors who used virtual activities for pharmacy education. With further technological and software development, VR has the potential to become an integral part of pharmacy education.

[1]  Rita Kottasz,et al.  Reasons for Student Non-Attendance at Lectures and Tutorials: an analysis , 2005 .

[2]  L. Milling,et al.  The effectiveness of virtual reality distraction for pain reduction: a systematic review. , 2010, Clinical psychology review.

[3]  Chizuru Nakagawa Toward the detection of the onset of virtual reality sickness by autonomic indices , 2015, 2015 IEEE 4th Global Conference on Consumer Electronics (GCCE).

[4]  Marcus McDonald,et al.  Barriers and Enablers to the Use of Virtual Worlds in Higher Education: An Exploration of Educator Perceptions, Attitudes and Experiences , 2015, J. Educ. Technol. Soc..

[5]  F. Govsa,et al.  Why do students miss lectures? A study of lecture attendance amongst students of health science. , 2013, Nurse education today.

[6]  Brenda S. Bray,et al.  Use of Simulation-based Teaching Methodologies in US Colleges and Schools of Pharmacy , 2013, American Journal of Pharmaceutical Education.

[7]  Adelheid A. M. Nicol,et al.  Comparison of high-technology active learning and low-technology active learning classrooms , 2018 .

[8]  Heather P. Whitley Active-Learning Diabetes Simulation in an Advanced Pharmacy Practice Experience to Develop Patient Empathy , 2012, American Journal of Pharmaceutical Education.

[9]  Alireza Mazloumi Gavgani,et al.  Profiling subjective symptoms and autonomic changes associated with cybersickness , 2017, Autonomic Neuroscience.

[10]  M. Vloeberghs,et al.  A wearable headset for monitoring electromyography responses within spinal surgery , 2016, European Spine Journal.

[11]  Diane Gromala,et al.  Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients , 2016, MMVR.

[12]  Slim Hammadi,et al.  Augmented reality for risks management in injectable drugs preparation in hospital pharmacy , 2016 .

[13]  Michel Cosson,et al.  Design of a Serious Game for Handling Obstetrical Emergencies , 2016, JMIR serious games.

[14]  Shaunta’ M. Ray,et al.  Pharmacy Student Knowledge Retention After Completing Either a Simulated or Written Patient Case , 2012, American Journal of Pharmaceutical Education.

[15]  G. Andersson,et al.  Single-session gamified virtual reality exposure therapy for spider phobia vs. traditional exposure therapy: study protocol for a randomized controlled non-inferiority trial , 2016, Trials.

[16]  Reza Karimi,et al.  Team-Based Learning in US Colleges and Schools of Pharmacy , 2013, American Journal of Pharmaceutical Education.

[17]  Julia E. Seaman,et al.  Grade Increase: Tracking Distance Education in the United States. , 2018 .

[18]  Alan Richardson,et al.  Use of a Three-Dimensional Virtual Environment to Teach Drug-Receptor Interactions , 2013, American Journal of Pharmaceutical Education.

[19]  S. DiCarlo,et al.  Too much teaching, not enough learning: what is the solution? , 2006, Advances in physiology education.

[20]  A. King From Sage on the Stage to Guide on the Side , 1993 .

[21]  M. Veerbeek,et al.  A virtual reality intervention to improve the understanding and empathy for people with dementia in informal caregivers: results of a pilot study , 2018, Aging & mental health.

[22]  Jean-Michel I. Maarek Benefits of Active Learning Embedded in Online Content Material Supporting a Flipped Classroom , 2018 .

[23]  Jonas Boström,et al.  Molecular Rift: Virtual Reality for Drug Designers , 2015, J. Chem. Inf. Model..

[24]  Peter Kazanzides,et al.  Comparison of optical see-through head-mounted displays for surgical interventions with object-anchored 2D-display , 2017, International Journal of Computer Assisted Radiology and Surgery.

[25]  Jin-Hwa Park,et al.  Effectiveness of patient simulation in nursing education: meta-analysis. , 2015, Nurse education today.

[26]  M Ros,et al.  From stereoscopic recording to virtual reality headsets: Designing a new way to learn surgery. , 2017, Neuro-Chirurgie.

[27]  R. Gambari,et al.  Demonstrating specificity of bioactive peptide nucleic acids (PNAs) targeting microRNAs for practical laboratory classes of applied biochemistry and pharmacology , 2019, PloS one.

[28]  Amy L. Seybert,et al.  Pharmacy student response to patient-simulation mannequins to teach performance-based pharmacotherapeutics. , 2006, American journal of pharmaceutical education.

[29]  H. Hemming ENCOURAGING CRITICAL THINKING: "BUT . .. WHAT DOES THAT MEAN?" , 2000 .

[30]  R. Lundquist Critical Thinking and the Art of Making Good Mistakes , 1999 .

[31]  O. T. Bukoye,et al.  Impact of engaging teaching model (ETM) on students’ attendance , 2016 .

[32]  Howard Rheingold,et al.  Virtual Reality , 1991 .

[33]  C. Moro,et al.  The effectiveness of virtual and augmented reality in health sciences and medical anatomy , 2017, Anatomical sciences education.

[34]  Azucena García-Palacios,et al.  Immersive Virtual Reality for Reducing Experimental Ischemic Pain , 2003, Int. J. Hum. Comput. Interact..

[35]  Herbert S. Parmet,et al.  With High Fidelity , 2018 .

[36]  Cristian A. Linte,et al.  An Interactive 3D Virtual Anatomy Puzzle for Learning and Simulation - Initial Demonstration and Evaluation , 2016, MMVR.

[37]  Bobbi J. Shatto,et al.  Teaching Millennials and Generation Z: Bridging the Generational Divide , 2017, Creative Nursing.

[38]  M. Ferrone,et al.  Implementation of a virtual dispensing simulator to support US pharmacy education. , 2017, Currents in pharmacy teaching & learning.

[39]  Richard Skarbez Plausibility illusion in virtual environments , 2016 .

[40]  J. Michael Where's the evidence that active learning works? , 2006, Advances in physiology education.

[41]  Mel Slater,et al.  Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments , 2009, Philosophical Transactions of the Royal Society B: Biological Sciences.

[42]  Christopher Gordon,et al.  Simulation-based assessments in health professional education: a systematic review , 2016, Journal of multidisciplinary healthcare.

[43]  Chantana Viriyavejakul,et al.  Development of a problem-based learning model via a virtual learning environment , 2017 .

[44]  C. Roberts,et al.  Team-based learning (TBL) in the medical curriculum: better than PBL? , 2017, BMC Medical Education.

[45]  K. Grimmer-Somers,et al.  The Effectiveness of Virtual Reality on Reducing Pain and Anxiety in Burn Injury Patients: A Systematic Review , 2009, The Clinical journal of pain.

[46]  Murat Akcay,et al.  Advantages and challenges associated with augmented reality for education : A systematic review of the literature , 2017 .

[47]  Qian Xiao,et al.  Facilitate active learning: The role of perceived benefits of using technology , 2018 .

[48]  M. Shawaqfeh Gamification as a Learning Method in Pharmacy Education , 2015 .

[49]  Michael A. Veronin,et al.  Pharmacy cases in Second Life: an elective course , 2012, Advances in medical education and practice.

[50]  M. Mobach The Transformation of Pharmacy Concepts into Building and Organization , 2005, Pharmacy World and Science.

[51]  Eric J. Seibel,et al.  Feasibility of Articulated Arm Mounted Oculus Rift Virtual Reality Goggles for Adjunctive Pain Control During Occupational Therapy in Pediatric Burn Patients , 2014, Cyberpsychology Behav. Soc. Netw..

[52]  Lane J. Brunner,et al.  Team-Based Learning in Pharmacy Education , 2013, American Journal of Pharmaceutical Education.

[53]  B. Fox,et al.  Virtual Reality and Pharmacy: Opportunities and Challenges , 2017, Hospital pharmacy.

[54]  Denise Passmore,et al.  The challenges of online nursing education , 2009, Internet High. Educ..

[55]  Benjamin Lok,et al.  The use of virtual patients in medical school curricula. , 2012, Advances in physiology education.

[56]  Ketan Patel,et al.  Augmented and virtual reality in surgery-the digital surgical environment: applications, limitations and legal pitfalls. , 2016, Annals of translational medicine.