VR use in anatomy learning can cause adverse effects and disorientation for some learners¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·q2
Currency · newest study 2020 · not yet checked against its sources · not reviewed by a person
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? One included study reported adverse effects (headaches, dizziness, or blurred vision) among VR users, and in one study one third of participants found VR methods disorienting and frustrating. → Zhao Jingjie 2020
Evidence¶
Zhao Jingjie 2020¶
Zhao Jingjie, Xu Xinliang, Jiang Hualin, Ding Yi. (2020). The effectiveness of virtual reality-based technology on anatomy teaching: a meta-analysis of randomized controlled studies. BMC Medical Education. https://doi.org/10.1186/s12909-020-1994-z
q2 · i? · quant-synthesis · r2
Adverse-effect reporting within the meta-analysis's review of the five satisfaction studies; only one included trial (Moro et al., 2017) reported such effects. The discussion adds that one third of participants in one study found VR disorienting and frustrating.
"only one study mentioned the adverse effects that some participants using VR displayed, including headaches, dizziness, or blurred vision"
Discussion¶
Related Claims¶
- Adverse effects of IVR simulation in nursing education are generally mild visual and vestibular symptoms — a broader claim this one bears on
- VR sickness in the system is minimal overall (SSQ total 12.88), with nausea lowest and oculomotor symptoms most significant — related
- The most frequently reported challenge of virtual simulation teaching is its lack of realism, alongside operational complexity, English-language demands, cultural mismatch, and adverse physical reactions — related
- No significant safety issues arose in VR-IWS use; one young participant reported minor dizziness in one session only — related
- Computer-based simulation and immersive VR platforms differ in their primary limitations: feedback timeliness versus physiological discomfort — a broader claim this one bears on
- Motion sickness remains a disagreeable side effect of IVR serious games for a minority of participants — a broader claim this one bears on
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