The effect of using desktop VR to practice preoperative handovers with the ISBAR approach: a randomized controlled trial

Author:

Andreasen Eva Mari1,Berg Helen2,Steinsbekk Aslak3,Høigaard Rune4,Haraldstad Kristin1

Affiliation:

1. Department of Health and Nursing Sciences, University of Agder

2. Department of Health Sciences, Norwegian University of Science and Technology

3. Department of Public Health and Nursing, Norwegian University of Science and Technology

4. Department of Sport Science and Physical Education

Abstract

Abstract Aim The aim was to investigate whether second-year undergraduate nursing students practicing the Identification-Situation-Background-Assessment-Recommendation (ISBAR) communication approach in a desktop virtual reality (VR) application had a non-inferior learning outcome compared with the traditional paper-based method when sorting patient information correctly based on the ISBAR structure. Methods A non-inferior parallel group assessor blinded randomized controlled trial, conducted in simulation sessions as part of preparation for clinical placements in March and April 2022. After a 20-minute introductory session, the participants were randomized to self-practice the ISBAR approach for 45 minutes in groups of three in either an interactive desktop VR application (intervention) or traditional paper-based (TP) simulation. The primary outcome concerned the proportion of nursing students who sorted all 11 statements of patient information in the correct ISBAR order within a time limit of five minutes. The predefined, one-sided, non-inferiority limit was 13 percentage points in favor of traditional paper-based simulation. Results Of 210 eligible students, 175 (83%) participated and were allocated randomly to the VR (N = 87) or TP (N = 88) group. Practicing in the desktop VR application (36% of everything correct) was non-inferior to the traditional paper-based method (22% everything correct), with a difference of 14.2 percentage points (95% CI 0.7 to 27.1) in favor of VR. The VR group repeated the simulation 0.6 times more (95% CI 0.5 to 0.7). Twenty percent more (95% CI 6.9 to 31.6) of the students in the VR group reported liked how they practiced. All the other outcomes including the System Usability Scale indicated non-inferiority or were in favor of VR. Conclusions Self-practicing with the ISBAR approach in desktop VR was non-inferior to the traditional paper-based method and gave a superior learning outcome. Trial registration number: ISRCTN62680352 registered 30/05/2023.

Publisher

Research Square Platform LLC

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