Merging 360°-videos and Game-Based Virtual Environments for Phlebotomy Training: Teachers and Students View
Tord Hettervik Frøland, Ilona Heldal, Elisabeth Ersvær, Gry Sjøholt · 2021 International Conference on e-Health and Bioengineering (EHB) · 2021
This paper presents a Virtual Reality (VR) game aimed at phlebotomy learning in real-life contexts. 360°-images and -videos of existing laboratories were used as the basis of the virtual environment. The game was designed with a focus on problem- and inquiry-based learning through exploration of laboratories with VR mini-games and interaction opportunities for essential procedural learning tasks. The results are based on usability and user experience evaluations from 6 students and 5 educators. Aspects related to games’ attractiveness, engagement and enjoyment were highly rated, though several improvements were deemed necessary before the application should be used in practice. The result contrasts the different opinions of teachers and students. While teachers were more critical regarding usability problems, they were positive towards using gamified experiences for procedural learning. Students wished to have even more gamified tasks and a better flow between tasks or environments.