TY - JOUR
T1 - Evaluating virtual reality communication training in nursing and medical education: A multi-country cross-sectional study
AU - Saab, Mohamad M.
AU - O'Donovan, Mark
AU - Koç, İrem
AU - Kenny, Jennifer
AU - Hrdlička, Jan
AU - Wild, Jiří
AU - Zielina, Martin
AU - Hrdličková, Lucie
AU - Rusinová, Kateřina
AU - Loučka, Martin
AU - Skvortsova, Aleksandrina
AU - Vliet, Liesbeth M. Van
AU - Medema, Madelief
AU - Pieterse, Arianne D.
AU - Bausewein, Claudia
AU - Krauss, Sabine H.
AU - Rosenbruch, Johannes
AU - Stiel, Stephanie
AU - Afshar, Kambiz
AU - Klemmt, Malte
AU - Alves, Paulo
AU - Silva-Neves, Vasco
AU - Pinho, Salomé
AU - Monteiro, Ana Carolina
AU - Payne, Cathy
AU - Hartigan, Irene
N1 - Publisher Copyright:
© 2026 The Authors
PY - 2026/5
Y1 - 2026/5
N2 - Introduction: Virtual reality (VR) is increasingly used in health professions education due to its rapid advancement and proven effectiveness in simulating clinical scenarios. It enhances theoretical knowledge, practical skills, communication, and emotional intelligence in a safe and immersive environment. VR also shows potential to improve communication skills among nursing and medical students, though large-scale research in this area remains limited. Objective: To evaluate VR communication training in nursing and medical education. Methods: A cross-sectional feasibility, usability, and acceptability study was conducted from November 2024 to May 2025. Nursing and medical students were recruited from six universities in five European countries using purposive and snowball sampling. Participants engaged with a VR scenario simulating challenging communication then completed a 35-item electronic survey. This included sociodemographic questions, the System Usability Scale, VR Feasibility Scale, satisfaction questionnaire, and open-ended items. Quantitative data were analysed using descriptive and inferential statistics, and qualitative responses underwent content analysis. Results: A total of 268 students participated. Most (70%) had never used VR for education. The VR scenario was well received, with a mean usability score of 78.46/100 and feasibility score of 86.44/100. Satisfaction was high (94%). Nine percent reported issues, mostly visual or technical. Usability scores were higher for students who had used VR for leisure (+3.49 points, p = 0.019) and lower for those who experienced symptoms including headache, eye strain, cybersickness, dizziness, emotional upset, and physical discomfort (−7.37 points, p = 0.021). VR was viewed as a useful, engaging supplement to traditional communication training. Participants valued the immersive, realistic design and structured guidance. They suggested expanding VR with more scenarios and feedback, while noting it should complement real-life practice. Conclusions: VR-based communication training is feasible, usable, and acceptable, offering a promising addition to traditional methods. Addressing technical and financial barriers is key to broader adoption in health education.
AB - Introduction: Virtual reality (VR) is increasingly used in health professions education due to its rapid advancement and proven effectiveness in simulating clinical scenarios. It enhances theoretical knowledge, practical skills, communication, and emotional intelligence in a safe and immersive environment. VR also shows potential to improve communication skills among nursing and medical students, though large-scale research in this area remains limited. Objective: To evaluate VR communication training in nursing and medical education. Methods: A cross-sectional feasibility, usability, and acceptability study was conducted from November 2024 to May 2025. Nursing and medical students were recruited from six universities in five European countries using purposive and snowball sampling. Participants engaged with a VR scenario simulating challenging communication then completed a 35-item electronic survey. This included sociodemographic questions, the System Usability Scale, VR Feasibility Scale, satisfaction questionnaire, and open-ended items. Quantitative data were analysed using descriptive and inferential statistics, and qualitative responses underwent content analysis. Results: A total of 268 students participated. Most (70%) had never used VR for education. The VR scenario was well received, with a mean usability score of 78.46/100 and feasibility score of 86.44/100. Satisfaction was high (94%). Nine percent reported issues, mostly visual or technical. Usability scores were higher for students who had used VR for leisure (+3.49 points, p = 0.019) and lower for those who experienced symptoms including headache, eye strain, cybersickness, dizziness, emotional upset, and physical discomfort (−7.37 points, p = 0.021). VR was viewed as a useful, engaging supplement to traditional communication training. Participants valued the immersive, realistic design and structured guidance. They suggested expanding VR with more scenarios and feedback, while noting it should complement real-life practice. Conclusions: VR-based communication training is feasible, usable, and acceptable, offering a promising addition to traditional methods. Addressing technical and financial barriers is key to broader adoption in health education.
KW - Communication
KW - Curriculum
KW - Education
KW - Feasibility studies
KW - Medical education
KW - Nursing education
KW - Virtual reality
UR - http://dx.doi.org/10.1016/j.nedt.2026.106985
U2 - 10.1016/j.nedt.2026.106985
DO - 10.1016/j.nedt.2026.106985
M3 - Article
SN - 0260-6917
VL - 160
JO - Nurse Education Today
JF - Nurse Education Today
M1 - 106985
ER -