VR assessments target three of the six ACGME core competencies: Patient Care, Interpersonal and Communication Skills, and Medical Knowledge¶
Claim · All claims
Evidence · 1 study · reviewr3·q3
Currency · newest study 2025 · 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.
q3 i? The VR assessments targeted Patient Care (62%), Interpersonal and Communication Skills (50%), and Medical Knowledge (42%); Practice-Based Learning and Improvement, Professionalism, and Systems-based Practice were not assessed or not explicitly addressed. → Neher Andrea N. 2025
Evidence¶
Neher Andrea N. 2025¶
Neher Andrea N., Bühlmann Florian, Müller Martin, Berendonk Christoph, Sauter Thomas C., Birrenbach Tanja. (2025). Virtual reality for assessment in undergraduate nursing and medical education – a systematic review. BMC Medical Education. https://doi.org/10.1186/s12909-025-06867-8
q3 · i? · review · r3
Content analysis of the 26 included studies coded against the ACGME framework. The review reports that "The VR assessments targeted three of the six ACGME core competencies: Patient Care (62%), Interpersonal and Communication Skills (50%), and Medical Knowledge (42%)."
"The VR assessments targeted three of the six ACGME core competencies: Patient Care (62%), Interpersonal and Communication Skills (50%), and Medical Knowledge (42%)."
Discussion¶
Related Claims¶
- Virtual environments favor clinical reasoning, self-regulation and peer collaboration, while physical environments engage critical reasoning, professionalism and communication abilities — related
- Educational utility was not explicitly assessed for most tools, and no studies reported data on educational impact — related
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by process:wiki-ingest on 2026-10-31 |
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