skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


This content will become publicly available on January 1, 2026

Title: Immersive Learning in Nursing: A Mixed Reality Approach to IV Simulation With Bimanual Haptic Feedback
Background:Peripheral intravenous catheter (PIVC) insertion is an essential skill for nursing professionals. Nursing students face significant challenges in learning PIVC insertion due in part to limited opportunities for hands-on practice with real patients. Traditional training methods with low-fidelity task trainers lack variability and depend on costly consumable products. Purpose:To address this gap, a bimodal haptic feedback interface integrated into mixed reality was developed to simulate IV needle insertion under diverse conditions, creating a simulated learning environment to master tactile skills, hand-eye coordination, and anatomically accurate procedures. Guided by the New Theory of Disuse, the simulator was designed to promote repeated practice and retrieval, strengthening both the accessibility and accuracy of skill performance through targeted, interactive learning. Results:Students reported an improvement in confidence levels and success rate after using the bimanual haptic feedback mixed reality IV simulator. Conclusions:By integrating features such as patient-specific anatomical variability, realistic resistance feedback, and adaptive difficulty levels, virtual reality and haptic simulations can closely replicate the nuances of IV insertion in diverse clinical scenarios.  more » « less
Award ID(s):
2118380
PAR ID:
10645486
Author(s) / Creator(s):
; ; ; ; ; ;
Publisher / Repository:
Wolters Kluwer Health
Date Published:
Journal Name:
Nurse Educator
Volume:
50
Issue:
6
ISSN:
0363-3624
Page Range / eLocation ID:
335 to 340
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. In this study, we developed a new haptic–mixed reality intravenous (HMR-IV) needle insertion simulation system, providing a bimanual haptic interface integrated into a mixed reality system with programmable variabilities considering real clinical environments. The system was designed for nursing students or healthcare professionals to practice IV needle insertion into a virtual arm with unlimited attempts under various changing insertion conditions (e.g., skin: color, texture, stiffness, friction; vein: size, shape, location depth, stiffness, friction). To achieve accurate hand–eye coordination under dynamic mixed reality scenarios, two different haptic devices (Dexmo and Geomagic Touch) and a standalone mixed reality system (HoloLens 2) were integrated and synchronized through multistep calibration for different coordinate systems (real world, virtual world, mixed reality world, haptic interface world, HoloLens camera). In addition, force-profile-based haptic rendering proposed in this study was able to successfully mimic the real tactile feeling of IV needle insertion. Further, a global hand-tracking method, combining two depth sensors (HoloLens and Leap Motion), was developed to accurately track a haptic glove and simulate grasping a virtual hand with force feedback. We conducted an evaluation study with 20 participants (9 experts and 11 novices) to measure the usability of the HMR-IV simulation system with user performance under various insertion conditions. The quantitative results from our own metric and qualitative results from the NASA Task Load Index demonstrate the usability of our system. 
    more » « less
  2. Abstract BackgroundIn college science laboratory and discussion sections, student-centered active learning strategies have been implemented to improve student learning outcomes and experiences. Research has shown that active learning activities can increase student anxiety if students fear that they could be negatively evaluated by their peers. Error framing (i.e., to frame errors as natural and beneficial to learning) is proposed in the literature as a pedagogical tool to reduce student anxiety. However, little research empirically explores how an instructor can operationalize error framing and how error framing is perceived by undergraduate students. To bridge the gap in the literature, we conducted a two-stage study that involved science graduate teaching assistants (GTAs) and undergraduate students. In stage one, we introduced cold calling (i.e., calling on non-volunteering students) and error framing to 12 chemistry and 11 physics GTAs. Cold calling can increase student participation but may increase student anxiety. Error framing has the potential to mitigate student anxiety when paired with cold calling. GTAs were then tasked to rehearse cold calling paired with error framing in a mixed-reality classroom simulator. We identified GTA statements that aligned with the definition of error framing. In stage two, we selected a few example GTA error framing statements and interviewed 13 undergraduate students about their perception of those statements. ResultsIn the simulator, all the GTAs rehearsed cold calling multiple times while only a few GTAs made error framing statements. A thematic analysis of GTAs’ error framing statements identified ways of error indication (i.e., explicit and implicit) and framing (i.e., natural, beneficial, and positive acknowledgement). Undergraduate student interviews revealed specific framing and tone that are perceived as increasing or decreasing student comfort in participating in classroom discourse. Both undergraduate students and some GTAs expressed negative opinions toward responses that explicitly indicate student mistakes. Undergraduate students’ perspectives also suggest that error framing should be implemented differently depending on whether errors have already occurred. ConclusionError framing is challenging for science GTAs to implement. GTAs’ operationalizations of error framing in the simulator and undergraduate students’ perceptions contribute to defining and operationalizing error framing for instructional practice. To increase undergraduate student comfort in science classroom discourse, GTAs can use implicit error indication. In response to students’ incorrect answers, GTAs can positively frame students’ specific ideas rather than discussing broadly how errors are natural or beneficial. 
    more » « less
  3. BackgroundVisual disability is a growing problem for many middle-aged and older adults. Conventional mobility aids, such as white canes and guide dogs, have notable limitations that have led to increasing interest in electronic travel aids (ETAs). Despite remarkable progress, current ETAs lack empirical evidence and realistic testing environments and often focus on the substitution or augmentation of a single sense. ObjectiveThis study aims to (1) establish a novel virtual reality (VR) environment to test the efficacy of ETAs in complex urban environments for a simulated visual impairment (VI) and (2) evaluate the impact of haptic and audio feedback, individually and combined, on navigation performance, movement behavior, and perception. Through this study, we aim to address gaps to advance the pragmatic development of assistive technologies (ATs) for persons with VI. MethodsThe VR platform was designed to resemble a subway station environment with the most common challenges faced by persons with VI during navigation. This environment was used to test our multisensory, AT-integrated VR platform among 72 healthy participants performing an obstacle avoidance task while experiencing symptoms of VI. Each participant performed the task 4 times: once with haptic feedback, once with audio feedback, once with both feedback types, and once without any feedback. Data analysis encompassed metrics such as completion time, head and body orientation, and trajectory length and smoothness. To evaluate the effectiveness and interaction of the 2 feedback modalities, we conducted a 2-way repeated measures ANOVA on continuous metrics and a Scheirer-Ray-Hare test on discrete ones. We also conducted a descriptive statistical analysis of participants’ answers to a questionnaire, assessing their experience and preference for feedback modalities. ResultsResults from our study showed that haptic feedback significantly reduced collisions (P=.05) and the variability of the pitch angle of the head (P=.02). Audio feedback improved trajectory smoothness (P=.006) and mitigated the increase in the trajectory length from haptic feedback alone (P=.04). Participants reported a high level of engagement during the experiment (52/72, 72%) and found it interesting (42/72, 58%). However, when it came to feedback preferences, less than half of the participants (29/72, 40%) favored combined feedback modalities. This indicates that a majority preferred dedicated single modalities over combined ones. ConclusionsAT is crucial for individuals with VI; however, it often lacks user-centered design principles. Research should prioritize consumer-oriented methodologies, testing devices in a staged manner with progression toward more realistic, ecologically valid settings to ensure safety. Our multisensory, AT-integrated VR system takes a holistic approach, offering a first step toward enhancing users’ spatial awareness, promoting safer mobility, and holds potential for applications in medical treatment, training, and rehabilitation. Technological advancements can further refine such devices, significantly improving independence and quality of life for those with VI. 
    more » « less
  4. BackgroundMath anxiety (MA) and math achievement are generally negatively associated. AimsThis study investigated whether and how classroom engagement behaviors mediate the negative association between MA and math achievement. SampleData were drawn from an ongoing longitudinal study that examines the roles of affective factors in math learning. Participants consisted of 207 students from 4th through 6th grade (50% female). MethodsMath anxiety was measured by self‐report using the Mathematics Anxiety Scale for Children (Chiu & Henry, 1990,Measurement and valuation in Counseling and Development, 23, 121). Students self‐reported their engagement in math classrooms using a modified version of the Math and Science Engagement Scale (Wang et al., 2016,Learning and Instruction, 43, 16). Math achievement was assessed using the Applied Problem, Calculations, and Number Matrices subtests from the Woodcock‐Johnson IV Tests of Achievement (Schrank et al., 2014,Woodcock‐Johnson IV Tests of Achievement. Riverside). Mediation analyses were conducted to examine the mediating role of classroom engagement in the association between MA and math achievement. ResultsStudents with higher MA demonstrated less cognitive‐behavioral and emotional engagement compared to students with lower MA. Achievement differences among students with various levels of MA were partly accounted for by their cognitive‐behavioral engagement in the math classroom. ConclusionsOverall, students with high MA exhibit avoidance patterns in everyday learning, which may act as a potential mechanism for explaining why high MA students underperform their low MA peers. 
    more » « less
  5. E. Langran (Ed.)
    This study explores the use of a holistic virtual simulation platform to develop preservice teachers’ questioning and discussion skills. Asking effective questions and facilitating discussions are fundamental yet challenging skills for pre-service teachers to master. Robust experiences for pre-service teachers to practice questioning and discussion skills in a COVID-19 free environment are needed. Kolb’s (1984) experiential learning theory combined with Ericsson’s (2007) deliberate practice was used as a theoretical framework to design the holistic virtual simulation platform. The platform combines a synchronous experience using a virtual simulation where participants interact with avatar students, and an asynchronous experience using a learning management system for skill development. Mentor feedback based on the Danielson (2013) rubric was provided throughout both the synchronous and asynchronous events. Using a mixed-method approach, pre-service teachers’ questioning and discussion skill development and their experience of using the holistic virtual simulation platform were explored. 
    more » « less