Abstract

Purpose: Virtual reality (VR) is transforming nursing and medical education by providing immersive, safe, and realistic environments for developing skills [1-4]. The use of VR for teaching emotionally complex communication, such as delivering bad news, is underexplored [5,6]. This study evaluated the feasibility, usability, acceptability, and satisfaction with VR-based communication training among nursing and medical students and educators in Europe.

Methods: A cross-sectional study was conducted across six universities in five European countries. Two VR scenarios simulating “breaking bad news” were developed using the NURSE [7] and SPIKES [8] communication frameworks. Participants took part in a pre-briefing session, then engaged with one of the two VR scenarios. Following the scenario, they completed a 35-item electronic survey assessing demographics [9], usability [9], feasibility [10], satisfaction [11], and qualitative feedback. Participants then took part in a debriefing session. Quantitative data were analysed descriptively and inferentially [12], and qualitative responses underwent content analysis [13].

Results: A total of 320 participants took part in the study (268 students and 52 educators). Overall, the VR scenarios were well received. Among students, the mean usability and feasibility scores were 78.5 and 86.4 out of 100, respectively. Satisfaction was high (94%), with students highlighting immersive realism, structured guidance, and opportunities for repeatable practice. Usability was higher among those who had used VR for leisure and lower among those who reported mild side effects such as dizziness or headache. Students viewed VR as a valuable supplement to traditional training, suggesting the inclusion of more diverse scenarios and adaptive feedback. Similarly, educators reported high usability (75/100), feasibility (83.6/100), and satisfaction (90%) scores.

Implications: VR-based communication training is a feasible, usable, and well-accepted innovation for interdisciplinary education. By offering immersive, self-paced, safe environments, VR bridges the gap between theoretical learning and real-world communication, enhancing confidence and competence in sensitive interactions. Broader adoption will require investment, technical support, and faculty training to address logistical barriers. Further research should explore long-term outcomes, cost-effectiveness, and ways to strengthen empathy-driven communication through accessible VR resources.

Notes

Extensive reference list included in slide deck.

Description

This study evaluated VR-based communication training for nursing and medical students and educators across six universities in five European countries. Using two “breaking bad news” scenarios based on NURSE and SPIKES frameworks, participants reported high usability, feasibility, and satisfaction. VR was viewed as an immersive, safe, repeatable, and effective tool for improving communication skills, though broader adoption requires investment, support, and further research on long-term outcomes.

Author Details

Mohamad M. Saab, PhD, MSN, PGDTLHE, BSN, RN; Mark O'Donovan, MSc, BSc; Irem Koç, BSc; Jennifer Kenny, PhD, BSc; Jan Hrdlička, MSc; Jiri Wild, PhD, BSc; Martin Zielina, PhD, MSc; Lucie Hrdličková, PhD; Katerina Rusinová, PhD; Martin Loučka, PhD; Aleksandrina Skvortsova, PhD; Liesbeth M. Van Vliet, PhD; Madelief Medema, MSc; Arianne D. Pieterse, MD, MSc; Claudia Bausewein, PhD, MD, MSc; Sabine H. Krauss, MA; Johannes Rosenbruch, MD; Stephanie Stiel, PhD, MSc; Kambiz Afshar, PhD, MD, MME; Malte Klemmt, PhD, MA; Vasco Silva-Neves, PhD, MSc, BSN, RN; Salomé Pinho, MSc, RN; Ana Carolina Monteiro, MSc, RN; Cathy Payne, PhD, MSc, PgCHEP, RD; Irene Hartigan, PhD, MSc, RNT, BScN, Dip H&S, RGN

Additional authors listed in Sigma event system, only.

Sigma Membership

Omega Epsilon at-Large

Lead Author Affiliation

University College Cork, Cork, Ireland

Type

Presentation

Format Type

Text-based Document

Study Design/Type

Cross-Sectional

Research Approach

Mixed/Multi Method Research

Keywords:

Interprofessional Initiatives, Simulation, Teaching and Learning Strategies, Communication Skills Training, Nursing Education, Medical Education, Computer Simulation, Outcomes (Health Care), Virtual Reality

Conference Name

37th International Nursing Research Congress

Conference Host

Sigma Theta Tau International

Conference Location

Toronto, Ontario, Canada

Conference Year

2026

Rights Holder

All rights reserved by the author(s) and/or publisher(s) listed in this item record unless relinquished in whole or part by a rights notation or a Creative Commons License present in this item record. All permission requests should be directed accordingly and not to the Sigma Repository. All submitting authors or publishers have affirmed that when using material in their work where they do not own copyright, they have obtained permission of the copyright holder prior to submission and the rights holder has been acknowledged as necessary.

Review Type

Abstract Review Only: Reviewed by Event Host

Acquisition

Proxy-submission

Date of Issue

2026-07-25

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Virtual Reality Communication Training in Health Professions Education: A Multi-Country Evaluation

Toronto, Ontario, Canada

Purpose: Virtual reality (VR) is transforming nursing and medical education by providing immersive, safe, and realistic environments for developing skills [1-4]. The use of VR for teaching emotionally complex communication, such as delivering bad news, is underexplored [5,6]. This study evaluated the feasibility, usability, acceptability, and satisfaction with VR-based communication training among nursing and medical students and educators in Europe.

Methods: A cross-sectional study was conducted across six universities in five European countries. Two VR scenarios simulating “breaking bad news” were developed using the NURSE [7] and SPIKES [8] communication frameworks. Participants took part in a pre-briefing session, then engaged with one of the two VR scenarios. Following the scenario, they completed a 35-item electronic survey assessing demographics [9], usability [9], feasibility [10], satisfaction [11], and qualitative feedback. Participants then took part in a debriefing session. Quantitative data were analysed descriptively and inferentially [12], and qualitative responses underwent content analysis [13].

Results: A total of 320 participants took part in the study (268 students and 52 educators). Overall, the VR scenarios were well received. Among students, the mean usability and feasibility scores were 78.5 and 86.4 out of 100, respectively. Satisfaction was high (94%), with students highlighting immersive realism, structured guidance, and opportunities for repeatable practice. Usability was higher among those who had used VR for leisure and lower among those who reported mild side effects such as dizziness or headache. Students viewed VR as a valuable supplement to traditional training, suggesting the inclusion of more diverse scenarios and adaptive feedback. Similarly, educators reported high usability (75/100), feasibility (83.6/100), and satisfaction (90%) scores.

Implications: VR-based communication training is a feasible, usable, and well-accepted innovation for interdisciplinary education. By offering immersive, self-paced, safe environments, VR bridges the gap between theoretical learning and real-world communication, enhancing confidence and competence in sensitive interactions. Broader adoption will require investment, technical support, and faculty training to address logistical barriers. Further research should explore long-term outcomes, cost-effectiveness, and ways to strengthen empathy-driven communication through accessible VR resources.