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VIRTUAL PROJECTS
DOI:
dx.doi.org/10.5195/jmla.2018.518
Journal of the Medical Library Association 106 (4) October 2018 jmla.mlanet.org
498
Using virtual reality in medical education to teach
empathy
Elizabeth Dyer, MLIS, AHIP; Barbara J. Swartzlander, MSEd, MLS; Marilyn R. Gugliucci, MA, PhD
See end of article for authors’ affiliations.
Objective: The project adopted technology that teaches medical and other health professions students to be
empathetic with older adults, through virtual reality (VR) software that allows them to simulate being a
patient with age-related diseases, and to familiarize medical students with information resources related to
the health of older adults.
Methods: The project uses an application that creates immersive VR experiences for training of the
workforce for aging services. Users experience age-related conditions such as macular degeneration and
high-frequency hearing loss from the patient’s perspective. Librarians and faculty partner to integrate the
experience into the curriculum, and students go to the library at their convenience to do the VR assignment.
Results: The project successfully introduced an innovative new teaching modality to the medical, physician
assistant, physical therapy, and nursing curricula. Results show that VR enhanced students’ understanding
of age-related health problems and increased their empathy for older adults with vision and hearing loss or
Alzheimer’s disease.
Conclusion: VR immersion training is an effective teaching method to help medical and health professions
students develop empathy and is a budding area for library partnerships. As the technology becomes more
affordable and accessible, it is important to develop best practices for using VR in the library.
The University of New England (UNE) is in the
third year of an educational project that uses virtual
reality (VR) technology to teach empathy to medical
and other health professions students. Funded by
the National Network of Libraries of Medicine New
England Region, the project also familiarizes
students with National Library of Medicine
information resources related to older adult health.
UNE research and teaching librarians collaborate
with faculty from the UNE College of Osteopathic
Medicine on the Biddeford campus and the
Westbrook College of Health Professions on the
Portland campus to implement the project. To date,
more than 600 students from the programs in
medicine, physician assistant, physical therapy, and
nursing have participated.
The project uses software from Embodied Labs
(EL), a new company that creates VR labs for
training the workforce for aging services. The
application is unique in that it puts the learner in the
shoes of the patient to teach about the aging
experience from a first-person perspective. The
“Alfred Lab” teaches about macular degeneration
and hearing loss from the perspective of a seventy-
four-year-old African American man. Other new
labs teach about Alzheimer’s disease and end-of-life
conversations. UNE was the first institution to
license this novel product and has been on the
forefront of testing each module as it is developed
and implementing use with different student
populations.
The planning phase required purchasing
equipment, developing the pre- and post-
assessments that are embedded in the software,
creating the assignment to integrate into the
geriatrics curriculum, and training staff. The authors
tested the project with student library workers as
well as volunteer medical students. First-year
implementation involved 178 first-year medical
students who had a 10-week window to complete
Virtual projects 499
DOI: dx.doi.org/10.5195/jmla.2018.518
jmla.mlanet.org
106 (4) October 2018 Journal of the Medical Library Association
the assignment at the library. The 24-hour library
schedule provided many opportunities for students
to complete the work at a time that was convenient
for them. The second project year expanded the pilot
project to include first-year physician assistant
students. While not part of the planned project,
other programs also participated, due to the great
interest among faculty and students.
Initial grant funding enabled the purchase of 2
VR kits for each campus. Each kit includes an
Alienware laptop, Oculus Rift headset and sensor,
and Leap Motion hand-tracking device with mount
and long USB cable. Optional accessories include
Pelican cases for storage and transport, cable sleeve,
and cleaning wipes. We originally intended students
to check out a kit for in-library use, but we opted to
carve out space for ready-to-go stations to make the
experience as easy as possible (Figure 1). Second-
year funding allowed for 2 more kits, and we chose
desktop stations to see if the technology ran
smoother. Early experiences showed glitchy
connections between the laptop and headset, but
recent experiences show improvement and we saw
no difference in laptop versus desktop function.
Depending on computer configurations, each kit
currently runs from about $2,000–$2,500, with some
item costs trending down.
Software was downloaded from EL and
updated as necessary. Pre- and post-assessments,
initially created in Google Forms, were migrated to
REDCap for better control and security of data.
Faculty and library staff codeveloped assessments
unique to each program. EL accommodated our
requests for program-specific login codes, which
were linked to program-specific assessments. This
enabled easy separation of data by program in
REDCap.
Some limitations of the project include staff time
and space issues. Implementation became a time-
management challenge for library staff who juggled
multiple programs and time frames. The stations
require secure space in the libraries to protect the
equipment when not in use but that is accessible to
students when needed. Library staff also need to
have ready access to information technology staff
who can help maintain and troubleshoot the
technology when problems arise. A valid assessment
tool needs to show that the intervention successfully
improves student learning and empathy.
Figure 1 University of New England virtual reality station
500 Virtual projects
DOI: dx.doi.org/10.5195/jmla.2018.518
Journal of the Medical Library Association 106 (4) October 2018 jmla.mlanet.org
Best practices for using VR in education need to
be developed. For example, some users experience
dizziness or nausea using VR. EL recommends that
time with the headset be limited to about ten
minutes. The “Alfred Lab” fits in this time frame,
but newer modules are longer and broken into parts.
Busy students may forego breaks between parts and
then complain of adverse effects. A challenge to the
project has been keeping the headsets sanitary
between users. We used alcohol-free wipes on the
foam frames that touch the face, but it is unclear
how this affects the integrity of the foam. Oculus
now offers protective liners that can be wiped,
which we plan to use this year on all of our
headsets. The upcoming third year of the project
involves refining logistics to reflect best practices,
testing the newest module against the two that have
already been tried, and using a validated assessment
tool to evaluate the efficacy of the educational
experience.
The technology has been well received by UNE
students and faculty, and has increased the use and
value of UNE Library Services. Students provide
positive feedback about the incorporation of a new
technology tool into their learning. The project has
fostered new faculty-librarian collaborations and
brought students into the library who otherwise
might not have come. Assessment results indicate
that students demonstrate increased understanding
of and empathy with older adults who have age-
related conditions such as macular degeneration and
hearing loss. Research indicates that empathy leads
to better patient care and outcomes and that
educational interventions work [1], so it is
worthwhile to address this subject area in the
curriculum. VR immersion training is an effective
teaching method to help develop empathy and is a
budding area for library partnerships.
ACKNOWLEDGMENT
This project has been funded in whole or in part
with federal funds from the National Library of
Medicine, National Institutes of Health, under
cooperative agreement UG4LM012347-01 with the
University of Massachusetts, Worcester.
REFERENCE
1. Batt-Rawden SA, Chisolm MS, Anton B, Flickinger TE.
Teaching empathy to medical students: an updated,
systematic review. Acad Med. 2013 Aug;88(8):1171–7. DOI:
http://dx.doi.org/10.1097/ACM.0b013e318299f3e3.
AUTHORS’ AFFILIATIONS
Elizabeth Dyer, MLIS, AHIP, edyer@une.edu,
http://orcid.org/0000-0002-5924-1103,
Associate Dean for Library Services and
Research and Teaching Librarian, Abplanalp
Library, University of New England, Portland, ME
04103
Barbara J. Swartzlander, MSEd, MLS,
bswartzlander@une.edu, Research and
Teaching Librarian, Ketchum Library, University of New England,
Biddeford, ME 04005
Marilyn R. Gugliucci, MA, PhD, mgugliucci@une.edu, Professor and
Director of Geriatrics Education Research, Division of Geriatric
Medicine, College of Osteopathic Medicine, University of New
England, Biddeford ME 04005
Received May 2018; accepted June 2018
Articles in this jo urnal are licens ed under a Creative
Commons Attributio n 4.0 Internati onal License.
This journal is published by the University Library System
of the University of Pittsburgh as part of its D-Scribe
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University of Pittsburgh Press.
ISSN 1558-9439 (Online)