Claims

Qualitative analysis found predominantly positive perceptions of iVR, with real-time feedback the most valued element and lack of realism the main concern

Claim · All claims
Evidence · 1 study (3 entries) · causal r1 · q2
Currency · newest study 2026 · checked against its sources 2026-10-28 (automated, 3 of 3 entries) · not reviewed by a person
Design limits · Trinidad-Fernández 2026 (2): no comparison group (read from the study by two models, 2026-10-28)

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q2 i? Positive aspects of the iVR experience (86.5% of coded responses) outweighed negative aspects (13.5%), with 'curious and original' most frequent. → Trinidad-Fernández 2026 q2 i? Feedback was the most cited beneficial element (54.5%), with real-time feedback the largest subcategory (30.2%). → Trinidad-Fernández 2026 (2) q2 i? 70.5% of responses indicated iVR exceeded expectations; the most repeated concern (20.5%) was that iVR was not realistic enough. → Trinidad-Fernández 2026 (3)

Evidence

Trinidad-Fernández 2026

Trinidad-Fernández, M., Bossavit, B., Fuentes-Abolafio, I. J., García-Conejo, C., Mayorga-Vega, D., Díaz-Balboa, E., & Cuesta-Vargas, A. (2026). Immersive virtual reality–based manual therapy training: a mixed-methods trial. Education Tech Research Dev. https://doi.org/10.1007/s11423-026-10620-3

q2 · i? · qualitative · r2

Inductive qualitative content analysis of open-ended responses from the experimental group (analyzed in Atlas.ti) found "positive aspects (86.5%) outweighed negative aspects (13.5%)", with 'curious and original' (45.9%) most frequent.

"the main categories were defined as positive and negative aspects, where positive aspects (86.5%) outweighed negative aspects (13.5%)"

Trinidad-Fernández 2026 (2)

Trinidad-Fernández, M., Bossavit, B., Fuentes-Abolafio, I. J., García-Conejo, C., Mayorga-Vega, D., Díaz-Balboa, E., & Cuesta-Vargas, A. (2026). Immersive virtual reality–based manual therapy training: a mixed-methods trial. Education Tech Research Dev. https://doi.org/10.1007/s11423-026-10620-3

q2 · i? · causal · r1

Content analysis of the second open question showed "feedback (54.5%), learning process (24.2%), and iVR-specific features (6.0%)", with real-time feedback (30.2%) the most mentioned subcategory.

"The beneficial characteristics were grouped into three categories: feedback (54.5%), learning process (24.2%), and iVR-specific features (6.0%)"

Trinidad-Fernández 2026 (3)

Trinidad-Fernández, M., Bossavit, B., Fuentes-Abolafio, I. J., García-Conejo, C., Mayorga-Vega, D., Díaz-Balboa, E., & Cuesta-Vargas, A. (2026). Immersive virtual reality–based manual therapy training: a mixed-methods trial. Education Tech Research Dev. https://doi.org/10.1007/s11423-026-10620-3

q2 · i? · causal · r1

For the third open question, "Most of the responses (70.5%) indicated that iVR exceeded expectations", while the most repeated concern (20.5%) was that iVR was not realistic enough.

"Most of the responses (70.5%) indicated that iVR exceeded expectations"

Discussion

Page metadata
Field Value
type claim
id qualitative-ivr-perceptions-feedback-valued-realism-concern
title Qualitative analysis found predominantly positive perceptions of iVR, with real-time feedback the most valued element and lack of realism the main concern
description Qualitative analysis found predominantly positive perceptions of iVR, with real-time feedback the most valued element and lack of realism the main concern
status review
evidence_strength moderate
newest_evidence 2026
source_checked 2026-10-28
generated by process:wiki-ingest on 2026-10-28
trust unverified — no one has confirmed this page's content
sources 3 — trinidad-fernández-2026, trinidad-fernández-2026-2, trinidad-fernández-2026-3

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