NursingXR: Advancing Nursing Education Through Virtual Reality-Based Training
<p>Conceptual design and system architecture of NursingXR.</p> "> Figure 2
<p>Layout document for Tracheostomy lesson showing the various interactions and objects involved, as part of the nomenclature translation process.</p> "> Figure 3
<p>Customized assets created for the lesson “Starting an intravenous infusion” including (<b>a</b>) the IV kit and (<b>b</b>) the room and patient avatar.</p> "> Figure 4
<p>Example use of <span class="html-italic">ProcedureEvents</span> script for the Intramuscular Injection lesson, showing a high-level view of the events that were created for this specific lesson’s (<b>a</b>) pre-procedure, (<b>b</b>) procedure, and (<b>c</b>) post-procedure event categories.</p> "> Figure 4 Cont.
<p>Example use of <span class="html-italic">ProcedureEvents</span> script for the Intramuscular Injection lesson, showing a high-level view of the events that were created for this specific lesson’s (<b>a</b>) pre-procedure, (<b>b</b>) procedure, and (<b>c</b>) post-procedure event categories.</p> "> Figure 5
<p>Textual instructions (<b>a</b>) paired with visual effects (<b>b</b>) to guide user through the Intramuscular Injection procedure in the Training Mode.</p> "> Figure 6
<p><span class="html-italic">NursingXR</span> menu and navigation showing the various screens available including (<b>a</b>) Welcome Screen, (<b>b</b>) User ID input, (<b>c</b>) Modules tab, (<b>d</b>), Results tab, (<b>e</b>) Tutorial tab, and (<b>f</b>) Settings tab.</p> "> Figure 6 Cont.
<p><span class="html-italic">NursingXR</span> menu and navigation showing the various screens available including (<b>a</b>) Welcome Screen, (<b>b</b>) User ID input, (<b>c</b>) Modules tab, (<b>d</b>), Results tab, (<b>e</b>) Tutorial tab, and (<b>f</b>) Settings tab.</p> "> Figure 7
<p>Nursing students participating in the study and using NursingXR to supplement their classroom experience on various devices such as the Meta Quest 2 (<b>a</b>) and the HP Reverb (<b>b</b>).</p> "> Figure 8
<p>A sampling of the various steps within the Intramuscular Injection submodule including: (<b>a</b>) user washing their hands, (<b>b</b>) user equipping gloves, (<b>c</b>) filling the syringe with the medication, and (<b>d</b>) injecting the patient’s arm.</p> "> Figure 9
<p>A frequency chart for responses from Experts related to didactic capacity of NursingXR.</p> "> Figure 10
<p>Feedback related to VR comfort from male and female participants.</p> ">
Abstract
:Featured Application
Abstract
1. Introduction
- Can VR-based platforms like NursingXR significantly enhance nursing students’ task proficiency compared to traditional methods?
- How impactful is the user interface and interaction design in facilitating intuitive navigation and task execution for users with varying levels of experience?
- What technical and usability challenges, such as motion sickness or control precision, arise during the use of NursingXR?
- To what extent does the modular and scalable architecture of a VR-based training platform support the integration of new features and lessons?
- How well does the platform perform in terms of system responsiveness, visual fidelity, and real-time feedback, and how do these factors influence user satisfaction and engagement?
2. Immersive Learning in Nursing Education
2.1. State-of-the-Art in Nursing Training
2.2. Effectiveness of VR in Nursing Training
2.3. Technical Considerations in VR Development
3. Materials and Methods
3.1. Conceptual Design
- ▪
- FR1: provides easy to use interface to access the different available functionalities.
- ▪
- FR2: user logs in to NursingXR using unique credentials.
- ▪
- FR3: each procedure provides clear training objectives and step-by-step instructions with interactive elements, medical equipment, etc.
- ▪
- FR4: integrate virtual patients with different symptoms and responses depending on defined scenario-based training for each procedure.
- ▪
- FR5: provides feedback mechanisms and performance evaluation based on predefined criteria to guide user.
- ▪
- FR6: technical support and onboarding available to assist new users.
3.2. Foundational Building Blocks
3.2.1. Scalable Cross-Platform Support
3.2.2. Modular Expandable Design
3.2.3. Multi-Modal Functionality
3.3. Implementation and Development
3.3.1. Nomenclature Analysis and Translation
- ▪
- Nursing chapter = module.
- ▪
- Lesson in a chapter = submodule = Game engine scene.
- ▪
- Leave the lesson = interact with door handle.
- ▪
- User uses hands to handle objects = interactors.
- ▪
- Instruments and tools = 3D models and grabbable interactables.
- ▪
- UI elements or instructions = 2D graphics and selectable interactables.
- ▪
- Locations of interactions in the room = locomotion spots and anchors.
- ▪
- Two objects touching each other = collision detection.
- ▪
- Object moves = animation.
- ▪
- Sterile field = collision radius.
- ▪
- Wait for event to occur (e.g., mercury movement in thermometer) = start simulation clock and animate object.
- ▪
- Object placed in approximate location = socket interaction.
- ▪
- Item placed in trash or hazmat bin = dispose and destroy (garbage collection).
3.3.2. Environment Design and Assets
3.3.3. Controls and Interactions
- (a)
- Step Description (TextAreaAttribute String variable): Stores textual descriptions of each step, providing informative guidance and instructions for users.
- (b)
- Event Trigger (UnityEvent variable): Leverages UnityEvents to execute custom code or actions upon activating a step, enabling dynamic behavior and real-time user interaction.
3.3.4. Implementing Modes and Lessons
3.3.5. Progressive Multi-Sensory Guidance
3.3.6. Functionality and Deployment
- About: Provides details about the app and its developers.
- Modules: Lists available nursing lessons, which can be launched in either Training or Evaluation Mode (Figure 6d).
- Results: Displays the latest scores for the user’s completed lessons (Figure 6e).
- Tutorial: Allows users to revisit the initial controls and navigation tutorial (Figure 6a).
- Settings: Offers configuration options, including volume control, locomotion modes, subtitles, and user ID verification (Figure 6f).
4. Validation and User Study
4.1. Demographics
4.2. Experiment Design and Protocol
- ▪
- Reading and signing the Informed Consent form (5 min): Participants were required to sign a consent form before starting the experiment to acknowledge that their data would remain confidential and inform them of potential VR side effects, such as dizziness, vertigo, or loss of balance. The experiments were conducted with assistance by trained VR lab technicians.
- ▪
- Introduction to VR equipment (5 min): VR lab technicians guided participants on equipping and adjusting the VR headset and using the VR controllers. Participants were introduced to the VR tutorial, which demonstrated basic controls such as navigation, interaction, and object manipulation. Each participant was assigned a randomized four-digit ID to ensure anonymity while tracking progress.
- ▪
- Engagement with NursingXR (10 min): Participants were encouraged to explore NursingXR at their own pace. They selected a submodule of their choice and worked through the steps of the procedure. VR lab technicians remained available to provide guidance and assistance. Figure 8 depicts some moments from the Intramuscular Injection submodule.
- ▪
- Questionnaire Completion (5 min): After completing the session, participants were assisted in removing the VR headset and directed to an online questionnaire. Small talk initiated by the researcher helped participants reflect on their experience before filling out the survey. The questionnaire could be accessed via a barcode scanner on mobile devices or on lab PCs.
5. Results and Discussion
5.1. Quantitative Analysis
5.2. Qualitative Analysis
- Positive reception by both groups for the platforms’ engageability and potential usefulness, with novices expressing more unqualified enthusiasm.
- Usability challenges identified by experts and one novice related to controls, navigation, and motion sickness.
- Educational potential recognized by both groups highlighting the platform’s ability to enhance nursing education, though experts were more cautious about its current readiness to replace traditional methods. It is worth noting that the intent is for NursingXR to supplement and not replace traditional teaching methods.
5.3. User Comfort
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Module | Submodules | Status |
---|---|---|
Vital Signs | Assessing Body Temperature. | Supported |
Assessing Peripheral Pulse. | Supported | |
Assessing an Apical Pulse. | Under development | |
Assessing Blood Pressure. | Supported | |
Asepsis | Performing Hand Hygiene. | Supported |
Applying and Removing PPE. | Supported | |
Establishing and Maintaining a Sterile Field. | Supported | |
Applying and Removing Sterile Gloves (Open Method). | Supported | |
Fluid, Electrolyte, and Acid–Base Balance | Starting an intravenous infusion. | Supported |
Monitoring an intravenous infusion. | Under development | |
Changing an intravenous container, tubing, and dressing. | Under development | |
Medication | Administering an Intramuscular Injection. | Supported |
Adding Medications to Intravenous Fluid Containers. | Under development | |
Skin Integrity and Wound Care | Obtaining a Wound Drainage Specimen for Culture. | Supported |
Irrigating a Wound. | Under development | |
Activity and Exercise | Assisting a client to sit on the side of the bed (dangling). | Under development |
Transferring between bed and chair. | Supported | |
Transferring bed and stretcher. | Under development | |
Nutrition | Inserting a NG tube. | Supported |
Removing a NG tube. | Under development | |
Urinary Elimination | Applying an external urinary device. | Under development |
Performing urinary catheterization. | Under development | |
Oxygenation | Providing tracheostomy care. | Supported |
Training Mode | Evaluation Mode | |
---|---|---|
Purpose | Educate via guidance and feedback. | Assess proficiency and readiness. |
Instructions provided | Step-by-step instructions. | Only main goal (procedure). |
Feedback | Real-time during procedure. | Based on generated performance report. |
Visual aids | Blinking visual cues highlight objects to interact with. | Absent. User must independently recall steps. |
Environment | Predefined steps in structured phases. | Sandbox-style environment, up to user. |
Object Functionality | Objects require enabling before interaction (sequential). | Objects are immediately usable (non-sequential). |
Data Collection | No data collection for actions or performance. | Tracks step order, duration, and scores; stores progress. |
Grading/scoring | Non-graded; focus on learning and mastery. | Graded; generates performance and task completion report. |
User ID Tracking | Not applicable. | Unique ID tracks user performance. |
Ability to make mistakes | Absent. | User can make mistakes or perform steps out of order. |
Wall clock time provision | Timer provided. | Wall clock provided. |
Error proofing and prevention | Present. | Absent. |
Platform | Price (USD) | Resolution (Pixels/Eye) | Refresh Rate (Hz) | FOV (Degrees) | Weight (g) | Tracking Capabilities |
---|---|---|---|---|---|---|
Meta Quest 2 | $299 | 1832 × 1920 | 60/72/90 | ~97° | 503 | Inside-out, 6DOF |
Meta Quest 3 | $499 | 2064 × 2208 | Up to 120 | ~110° | 515 | Inside-out, 6DOF |
Meta Quest 3S | $299 | 1832 × 1920 | Up to 120 | ~97° | 503 | Inside-out, 6DOF |
Meta Quest Pro | $999 | 1800 × 1920 | 90 | ~106° | 722 | Inside-out, 6DOF + eye and face tracking |
Pico Neo 3 | $599 | 1832 × 1920 | 72/90 | ~98° | 395 | Inside-out, 6DOF |
Pico Neo 4 | $379 | 2160 × 2160 | 72/90 | ~105° | 586 | Inside-out, 6DOF |
HTC Vive | $499 | 1080 × 1200 | 90 | ~110° | 605 | External base stations |
HTC XR Elite | $1099 | 1920 × 1920 | 90 | ~110° | 625 | Inside-out, 6DOF |
HTC Vive Focus | $799 | 1600 × 1440 | 75 | ~100° | 695 | Inside-out, 6DOF |
HP Reverb G2 | $599 | 2160 × 2160 | 90 | ~114° | 500 | Inside-out, 6DOF |
Q# | Question | Novices (n = 25) | Experts (n = 53) | |
---|---|---|---|---|
Q1 | Main Menu was easy to use. | Mean | 3.48 | 3.70 |
SD | 0.92 | 1.03 | ||
Mode/Median | 3/3.48 | 4/4 | ||
t-test | t = 0.9025 p-value = 0.3697 | |||
Q2 | Navigation was intuitive. | Mean | 3.64 | 3.43 |
SD | 1.11 | 1.12 | ||
Mode/Median | 4/4 | 4/4 | ||
t-test | t = 0.7604 p-value = 0.4494 | |||
Q3 | Object manipulation was intuitive and consistent. | Mean | 3.64 | 3.28 |
SD | 0.86 | 1.10 | ||
Mode/Median | 4/4 | 4/3.4 | ||
t-test | t = 1.4295 p-value = 0.1570 | |||
Q4 | The experience was visually pleasing. | Mean | 3.4 | 3.83 |
SD | 1.00 | 1.07 | ||
Mode/Median | 4/4 | 4/4 | ||
t-test | t = 1.6918 p-value = 0.0948 | |||
Q5 | Steps to complete procedure were easily understood. | Mean | 3.68 | 3.21 |
SD | 0.95 | 1.10 | ||
Mode/Median | 4/4 | 3/3 | ||
t-test | t = 1.8505 p-value = 0.0681 | |||
Q6 | VR lessons are similar to those in real life. | Mean | 3.36 | 3.38 |
SD | 1.22 | 1.15 | ||
Mode/Median | 4/4 | 4/4 | ||
t-test | t = 0.0611 p-value = 0.9514 | |||
Q7 | VR educational potential is at least equivalent to traditional methods. | Mean | 3.52 | 3.64 |
SD | 1.05 | 1.02 | ||
Mode/Median | 4/4 | 4/4 | ||
t-test | t = 0.4868 p-value = 0.6278 | |||
Q8 | VR educational potential as complement to traditional methods. | Mean | 3.36 | 3.09 |
SD | 1.11 | 1.11 | ||
Mode/Median | 4/4 | 3/3 | ||
t-test | t = 0.9830 p-value = 0.3287 | |||
Q9 | VR provides better information retention (memory capacity) than traditional education. | Mean | 3.88 | 3.60 |
SD | 1.24 | 1.04 | ||
Mode/Median | 4/4 | 4/3.4 | ||
t-test | t = 1.0274 p-value = 0.3075 |
Category | Novices (n = 25) | Experts (n = 53) |
---|---|---|
Positive Feedback | “Useful and fun”, “Good idea”, “Real”. | “Amazing”, “Breakthrough in education”. |
Negative Feedback | Minimal (e.g., “difficult to pick up swab”). | Detailed (usability and motion sickness). |
Focus on Learning | Emphasis on fun and general utility. | Suggestions for refinement to align with IRL. |
Thematic Issues | Simplistic responses, limited critique. | Nuanced, detailed improvement suggestions. |
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Obeid, M.F.; Ewais, A.; Asia, M.R. NursingXR: Advancing Nursing Education Through Virtual Reality-Based Training. Appl. Sci. 2025, 15, 2949. https://doi.org/10.3390/app15062949
Obeid MF, Ewais A, Asia MR. NursingXR: Advancing Nursing Education Through Virtual Reality-Based Training. Applied Sciences. 2025; 15(6):2949. https://doi.org/10.3390/app15062949
Chicago/Turabian StyleObeid, Mohammad F., Ahmed Ewais, and Mohammad R. Asia. 2025. "NursingXR: Advancing Nursing Education Through Virtual Reality-Based Training" Applied Sciences 15, no. 6: 2949. https://doi.org/10.3390/app15062949
APA StyleObeid, M. F., Ewais, A., & Asia, M. R. (2025). NursingXR: Advancing Nursing Education Through Virtual Reality-Based Training. Applied Sciences, 15(6), 2949. https://doi.org/10.3390/app15062949