Talks

Academic Level (Author 1)

Medical Student

Discipline/Specialty (Author 1)

Pediatrics

Discipline Track

Biomedical ENGR/Technology/Computation

Abstract

Background & Purpose: In the wake of the current COVID-19 pandemic, medical education has been forced to rely on virtual experiences including skills workshops, patient interactions, and oral exams. The virtual reality (VR) technology that currently exists has the potential to enhance undergraduate medical learning by improving information retention, clinical skills, and communication; however, most undergraduate medical education (UME) curricula lack its integration and use. Introducing VR to the UTRGV School of Medicine (SOM) could incorporate all existing learning styles and update the virtual world where medical students live and learn, leading to more versatile future-physicians.

Methods: We have explored various medical programs compatible with the Oculus Quest 2 device to determine the most appropriate applications for existing UTRGV SOM UME courses.

A simple survey of approximately 6 questions will be distributed to all UTRGV SOM students to determine their 1) currently utilized and preferred learning styles, 2) current knowledge and familiarity of VR headsets, 3) opinion on whether the current UME curricula appeal to their learning needs, and 4) their desire for the SOM to integrate VR into the UME curricula.

Results: Upon retrieval of student responses, current and preferred learning styles will be used to determine the specific subjects and courses in which to incorporate VR.

Conclusion: Much like how a well-prepared physician has their selection of tools, the students at the UTRGV SOM will have a modernized tool collection with the addition of VR into existing courses. More hands-on learning in the current socially distanced setting will allow for better demonstrations and deeper exploration of the virtual medical world in which students find themselves today.

Presentation Type

Talk

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The Reality of Virtual Undergraduate Medical Education: Hands-on Learning in a Hands-free World

Background & Purpose: In the wake of the current COVID-19 pandemic, medical education has been forced to rely on virtual experiences including skills workshops, patient interactions, and oral exams. The virtual reality (VR) technology that currently exists has the potential to enhance undergraduate medical learning by improving information retention, clinical skills, and communication; however, most undergraduate medical education (UME) curricula lack its integration and use. Introducing VR to the UTRGV School of Medicine (SOM) could incorporate all existing learning styles and update the virtual world where medical students live and learn, leading to more versatile future-physicians.

Methods: We have explored various medical programs compatible with the Oculus Quest 2 device to determine the most appropriate applications for existing UTRGV SOM UME courses.

A simple survey of approximately 6 questions will be distributed to all UTRGV SOM students to determine their 1) currently utilized and preferred learning styles, 2) current knowledge and familiarity of VR headsets, 3) opinion on whether the current UME curricula appeal to their learning needs, and 4) their desire for the SOM to integrate VR into the UME curricula.

Results: Upon retrieval of student responses, current and preferred learning styles will be used to determine the specific subjects and courses in which to incorporate VR.

Conclusion: Much like how a well-prepared physician has their selection of tools, the students at the UTRGV SOM will have a modernized tool collection with the addition of VR into existing courses. More hands-on learning in the current socially distanced setting will allow for better demonstrations and deeper exploration of the virtual medical world in which students find themselves today.

 

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