Learner-Driven XR in Healthcare Education Project
🔎 Background:
Busy healthcare providers are inundated with e-Learning modules that do not sufficiently prepare them for the tasks they are expected to perform error-free on the job. By creating immersive, realistic training scenarios that are low-stakes and can be completed as needed by the learner on the device of their choice, my Master’s Capstone Project for Harvard University seeks to meet medical professionals where they are and provide what they need when they need it. The primary goal of this capstone project is to replicate the successful elements of XR healthcare education experiences and try to overcome the limitations witnessed in the literature and in practice.
🎯Aims:
Collect and organize evidence about XR for training and healthcare education.
Create, refine, and test process-related documents for developing XR education at CHOP.
Create a repository for XR assets and 360° photography/video with defined file architecture.
Collaborate with SMEs to create an Education Plan and Developer Storyboard.
Develop a 3D general inpatient room as the setting for the training.
Develop a training scenario, including all assets and interactions.
💡 Methods:
Applying everything gleaned from the literature search, instructional design best practices, and considering stakeholder needs, the following process-related documents have been designed and tested. See the flipbook below to view copies of these documents:
-Course Request Form
-Course Intake Form
-Curriculum Development Guide
-Nomenclature and Naming Convention
-XR Education Design Plan for Content DevelopersUltimately, we decided to use a private Microsoft Teams Channel as a repository for our XR assets. This option did not have a cost associated with it and allows the CHOP developer team to control access to the files. Additionally, we share frequently used and customized assets through our Unity projects and Education XR.
Once the process-related documents were created, the next step was using them to begin designing CHOP’s first course to be published in a software we purchased, Education XR. A lot of collaboration led to a finalized design. The entire course plan and storyboard can be found on page 6 of the flipbook below.
I spent 6 months developing the needed assets, interactions, and coding needed to build a complete XR course. My course is called “Suicide Prevention Bundle: Pre-Admission Room Modification.” You can preview the course on page 7 of the flipbook below.
📊 Results:
The module was completed, reviewed, adjusted, and deployed to Education XR. While there are many improvements that would elevate the project, namely adding in variability of cases and a dynamic Epic screen to chart with, this was the first complete course deployed to Education XR at CHOP. Not only is the course functional, it is responsive. It can be completed on a mobile device, headset, or desktop/laptop computer. My reflection on the project’s strengths and weaknesses can be found on page 8 of the flipbook below.
📄 Conclusion:
Designing, developing, and deploying an XR learning project takes a significant investment of time, energy, and collaboration with colleagues. I am eager to continue to develop this type of product, as I believe it is the future of clinical education.
⚠️ Disclaimer: This project was designed collaboratively with an interprofessional team and developed by me. This project is the intellectual property of the Children’s Hospital of Philadelphia and may not be reproduced without permission. ⚠️