Virtual reality simulator in Pharmaceutical Education
Introduction. In the system of higher medical and pharmaceutical education, there is a growing need to implement new educational technologies. For educational institutions, virtual reality (VR) represents a promising educational technology to enhance student engagement and adapt them to practical conditions. Objective. To evaluate the effectiveness of using VR technologies in the educational process of students studying pharmacy. Material and methods. The study was conducted as part of the "Pharmaceutical Propedeutic Internship" using the VR simulator "Virtual Full-Service Pharmacy," developed on the VR application platform Unreal Engine with the Oculus Quest 2 virtual reality headset. Using the VR simulator or traditional methods, students solved situational tasks (cases) of two types: "Consultation and sale of over-the-counter medications" and "Placement of medicines and pharmacy assortment goods upon receipt in the pharmacy." Students then completed their internship at a prototype pharmacy based on the virtual pharmacy, solving the cases in practice. Results. The results of the study showed the usefulness of applying VR for mastering practical skills in tasks involving interaction with virtual objects (the case focused on the placement of medicines and pharmacy goods). The survey indicated that students showed a high interest in learning with VR, which points to a positive perception of this technology in the educational process. At the same time, drawbacks related to the management of VR devices and physiological discomfort were identified. A SWOT analysis of the prospects of VR technologies in educational practice confirmed the feasibility of further development and integration into the training of pharmacy students. Conclusion. The use of VR technologies in the educational process of pharmacy students can improve the results of theoretical training and accelerate adaptation to real-world conditions during subsequent internships, especially in tasks involving active interaction with 3D objects. The discomfort reported by some students from using VR equipment indicates the need for improvements in both the hardware and software components of the simulator.
Authors
- И. С. Крысанов (ORCID: https://orcid.org/0000-0002-3541-1120)
- Е. И. Морковин (ORCID: https://orcid.org/0000-0002-7119-3546)
- Elena Pavlova (ORCID: https://orcid.org/0000-0001-5817-3463)
- Yu. Gorbunova
- Д. А. Бакулин (ORCID: https://orcid.org/0000-0003-4694-3066)
- Д. В. Куркин (ORCID: https://orcid.org/0000-0002-1116-3425)
- Yu. A. Kolosov
- I. D. Mursalov
- I. Naryshkin
- V. Zvereva
- O. Marincheva
Institutions
- Volgograd State Medical University (RU)
- Ministry of Health of the Russian Federation (RU)
Publication Details
- Journal
- Farmaciya (Pharmacy)
- Published
- 2025-03-20
- DOI
- https://doi.org/10.29296/25419218-2025-02-06
- Primary Topic
- Simulation-Based Education in Healthcare
- Type
- article
- Field-Weighted Citation Impact
- 0.00