Simulation

Clinical Simulation Is Not a VR Demo

Why effective immersive learning starts with the learner, not the headset, and how VMC uses VR only where it adds genuine educational value.

Clinical Simulation Is Not a VR Demo
21:30

Immersive learning
Why immersive technology should earn its place in education

This week I had a conversation that stayed with me.

I was speaking with a European university about medical imaging education and a potential collaboration. They had already been shown virtual reality by another provider.

You might think that prior exposure would make the conversation easier.

Instead, it had done the opposite.

Some educators, and even some students, had come away thinking of VR as something fun, interesting, and ultimately a bit of a gimmick.

My reaction was not that they had misunderstood VR.

It was that we, as an industry, have to be much more careful about what we present as immersive education.

When the technology becomes the attraction, the educational purpose can disappear behind it.
Once that happens, the damage goes beyond one demonstration or one product. Educators begin questioning the value of the medium itself.

That is frustrating, because well-designed immersive simulation can do things that are genuinely difficult to achieve in conventional education.

But only if we start in the right place.

At Virtual Medical Coaching
We have never started with the question:

“What can we build in VR?”
We start with:

“What does the learner need to learn?”

That distinction sounds simple.

I think it is fundamental.

Technology should come later

 

My background is in diagnostic radiography and education.

When we started developing simulation, the problem was not that radiography students did not have access to enough technology.

The problem was that there were things they needed to understand through doing.

Patient positioning.
Equipment positioning.
Beam centring.
Collimation.
Exposure selection.
Image evaluation.
The relationship between all of them.

You can explain those concepts in a lecture.

You can put them in a textbook.

You can show photographs.

But at some point a student needs to make a decision, perform an action, see what happened and work out whether they got it right.

That is where simulation becomes useful.

Only after understanding that educational problem does the question of technology become relevant.

Would a desktop simulation be enough?
Does the learner need to physically move around an object?
Is spatial understanding important?
Does embodied interaction add something?
Would VR create an opportunity that is difficult to reproduce another way?

If the answer is yes, use VR.

If the answer is no, don't.

That has always been our philosophy.

VR is not the product we are trying to maximise.
Learning is.

Why this distinction matters

 

There is nothing wrong with games.

There is nothing wrong with entertainment.

There is nothing wrong with an immersive experience designed primarily to be enjoyable.

Those things can also have educational elements.

But an enjoyable experience and an effective learning experience are not automatically the same thing.

That distinction becomes particularly important in healthcare.

Eventually the learner leaves the simulation.

They stand beside a real patient.

They enter a real imaging room.

They work with real colleagues.

They make decisions that have consequences.

So the standard cannot simply be:

“Did the learner enjoy it?”

Or:

“Did they find VR engaging?”

Or even:

“Did they feel immersed?”

Those may be useful observations.

They are not the educational outcome.

The questions I am much more interested in are:

What did the learner have to think about?
What decisions did they make?
What happened because of those decisions?
Could they recognise an error?
Could they correct it?
Could they repeat the task?
Did their performance improve?
Could an educator see what happened?
And ultimately, could the learner take any of that understanding into another environment?

If a simulation cannot answer those questions, adding a headset does not solve the problem.

Radiography is a good example

 

Projection radiography is inherently spatial.

The learner is dealing with a patient, detector, and X-ray tube, all positioned relative to one another in three-dimensional space.

Small changes matter.

Rotate the patient incorrectly, and anatomy changes on the image.

Centre incorrectly and the examination changes.

Change object-to-image distance and magnification changes.

Collimate poorly and there are consequences for both image quality and radiation protection.

Select inappropriate exposure factors and the outcome changes again.

That is precisely why immersive simulation can make sense for radiography.

The learner can stand in the room.
Move the tube.
Position the patient.
Place the detector.
Collimate.
Select exposure parameters.
Acquire an image.
Critique it.
Then do it again.

The educational value is not that they were “inside VR”.

The value is that the medium allows them to practise a spatial and procedural task repeatedly without requiring a patient, an available X-ray room or an exposure to ionising radiation.

That is a very different proposition from building a virtual radiography room because a virtual radiography room looks impressive.

The educational problem came first.
VR earned its place.

Radiation safety shows another reason to use immersion

 

Radiation safety presents a different educational challenge.

Scatter radiation is invisible.

We teach the inverse square law.

We teach shielding.

We teach staff positioning.

We teach how tube angle, patient size, distance, and equipment configuration affect occupational exposure.

But the learner cannot stand in an operating theatre and see radiation moving through space.

In simulation, we can change that.
We can make an invisible phenomenon visible.

A learner can change position and see what happens to their exposure.

Move closer to the patient.

Move further away.

Introduce shielding.

Change the tube position.

Change patient size.

Change imaging parameters.

Then examine the consequences.

Here, immersive technology is not simply replicating reality.

It can actually extend reality for educational purposes by revealing something the learner cannot normally see.

That is the kind of reason I want for using VR.
Not: “Because VR is engaging.”
But: “Because this medium gives the learner access to an educational experience we could not easily provide otherwise.”

CT requires yet another approach

 

CT is different again.

A CT simulator should not begin with the challenge of constructing an impressive virtual scanner.

The educational questions are much more interesting.

How does a learner select an appropriate protocol from a referral?
How do acquisition parameters affect image quality and dose?
What should the scan range be?
What happens when it changes?
What decisions surround contrast administration?
How does contrast timing affect the resulting images?
Can students experiment safely with decisions they would never be encouraged to experiment with on an actual patient?
Can every student encounter the same essential situations regardless of what happens to appear during clinical placement?

Those are the problems worth solving.

Some of that learning may benefit from immersion.

Some may be just as effective, or more accessible, on a desktop.

That is fine.

There is no educational prize for putting more things into headsets.
The technology should fit the task.

Sometimes the best decision is not to use VR

 

I think companies working in immersive learning need to be comfortable saying this.

Sometimes VR is unnecessary.

Sometimes a desktop application is better.

Sometimes physical simulation is better.

Sometimes video is enough.

Sometimes the learner needs access to actual clinical equipment.

Sometimes the correct educational intervention is an educator explaining something clearly at a whiteboard.

The purpose of educational technology is not to maximise technology.

It is to remove barriers to understanding, practice and competence.

That principle also matters for accessibility.

Not every student will have access to a headset.

Not every institution will want to manage immersive hardware.

Not every learning objective requires embodied interaction.

We increasingly think about simulation as a learning environment that can be delivered through different interfaces where appropriate, rather than treating the headset as the definition of the experience.

The learner comes first.
The educational objective comes second.
The technology follows.

This is also why demonstrations matter

 

There is a familiar form of VR demonstration.

Put on the headset.
Look around.
Try the controllers.
Pick something up.
Move over there.
Have a go.

Five minutes later, the headset comes off.

“That was cool.”

Next person.

There is nothing inherently wrong with that as a demonstration of virtual reality.

But what has actually been demonstrated educationally?

Perhaps very little.

A clinical simulation demonstration should make the educational design visible.

Give someone a patient.
Give them a referral.
Give them a problem.
Ask them what they are going to do.
Make them choose.
Let the simulation respond.

Then ask:
Why did that happen?
Was the outcome acceptable?
What would you change?
Try again.

At that point something important happens.

The learner stops thinking about the headset.

They start thinking about radiography.

Or CT.

Or radiation safety.

That is where I want immersive learning to get to.
The best educational technology eventually becomes almost invisible.

We should be measuring learning, not novelty

 

This is also why independent educational research has always mattered to us at VMC.

Our first radiography research did not produce a simplistic conclusion that “VR works”.

University College Dublin
105 first-year radiography students
Researchers identified positive student experiences and increased confidence in areas including collimation, marker placement, tube centring and exposure parameter selection. They also identified limitations, including the absence of physical palpation and the need for effective feedback.

That is useful.

Educational research should tell us where something works, where it does not and how it should fit into a wider curriculum.

Clinical performance
What happens outside the simulation?
A later University College Dublin study examined whether immersive radiography practice transferred into clinical performance. Students who had undertaken VMC practice performed better across 20 of 22 assessment criteria, with significant differences reported in patient positioning, exposure-factor selection and image appraisal.

Does anything learned inside the simulation survive when the learner leaves it?

Another study randomly allocated 188 first-year radiography students to either VMC simulation or physical simulation using X-ray equipment.

Comparative simulation study
188 first-year radiography students
Both groups learned the same 31 radiographic views over a 25-week semester and were subsequently assessed in a physical OSCE using actors as patients. The VMC group completed the assessment in less time and made fewer equipment movement and patient-positioning errors, while exposure-setting errors were not significantly different.

Again, the finding that did not differ matters just as much as the findings that did.

We should not be trying to prove that immersive simulation is universally superior.

We should be trying to understand where it contributes.

Clinical preparedness
What happens when learners enter professional practice?
A 2025 study comparing 80 newly qualified radiographers reported higher clinical preparedness scores in those trained using VMC immersive simulation, including higher scores for confidence, adaptability, technical proficiency and problem-solving, as well as differences in supervisor evaluations and performance measures.
The direction I want this field to keep moving
Away from:
“Was the experience fun?”

Towards:
“Did the learner become better prepared?”

Engagement still matters

 

None of this means engagement is irrelevant.

Quite the opposite.

An anxious learner does not learn well.

An interface that is unnecessarily difficult creates cognitive load that has nothing to do with the subject being taught.

A confusing VR environment can leave the learner thinking about controllers and locomotion when they should be thinking about anatomy or clinical decision-making.

So good immersive design should reduce unnecessary friction.

Guidance should appear when it is needed.
Feedback should be meaningful.
The environment should become intuitive.
The technology should help the learner concentrate on the task rather than continually reminding them that they are operating technology.

Engagement matters because it can support learning. It is not a substitute for learning.

Educators should ask difficult questions

 

I do not think educators should be persuaded to become less sceptical about educational technology.

I think they should become more demanding.

If someone presents a simulation, ask:

What specific educational problem does this solve?
Why is this immersive?
What can the learner actually do?
What meaningful decisions can they make?
What changes because of those decisions?
Can they fail?
Can they repeat the experience?
What feedback do they receive?
Can an educator inspect their performance?
Can the activity be integrated into a curriculum rather than simply added alongside it?
What evidence exists beyond the vendor's own testimonials?
And what could be taught equally well without VR?

That final question is particularly important.

A company confident in its educational design should be able to answer it.

The headset should never be the strategy

 

The conversation with that European university bothered me.

Not because somebody had seen another company's product.

Competition is normal.

What bothered me was that an experience presented as educational VR had apparently left people less convinced about the educational value of VR than they had been before they tried it.

That is a problem for everybody working seriously in this space.

The answer is not to make VR more spectacular.
It is not to make the graphics shinier.
It is not to add more gamification.
And it is certainly not to tell sceptical educators that they simply do not understand the technology.

The answer is better educational design.

Start with the learner.
Start with the curriculum.
Start with the thing that is difficult to understand or difficult to practise.
Ask why it is difficult.
Design the learning experience.
Then decide which technology belongs there.

That is how we approached simulation when Virtual Medical Coaching began.

It is still how we approach it now.

Sometimes the answer is immersive VR.

Sometimes it is desktop simulation.

Sometimes it is a combination.

And sometimes technology should get out of the way entirely.

That is not a weakness in an immersive learning strategy.

It is the strategy.

The objective was never to put more people into headsets.
The objective is to help more people learn.
And when VR genuinely helps us do that, it can be an exceptionally powerful tool.

References

01
O'Connor M, Stowe J, Potocnik J, Giannotti N, Murphy S, Rainford L. 3D virtual reality simulation in radiography education: The students' experience. Radiography. 2021;27(1):208-214. DOI: 10.1016/j.radi.2020.07.017.
02
O'Connor M, Rainford L. The impact of 3D virtual reality radiography practice on student performance in clinical practice. Radiography. 2023;29(1):159-164. DOI: 10.1016/j.radi.2022.10.033.
03
Rowe D, Garcia A, Rossi B. Comparison of virtual reality and physical simulation training in first-year radiography students in South America. Journal of Medical Radiation Sciences. 2023;70(2):120-126. DOI: 10.1002/jmrs.639.
04
Karimi H, Clarke S, Watson E. Comparing Clinical Preparedness of Newly Qualified Diagnostic Radiographers Trained With Immersive Virtual Reality vs. Traditional Simulation: A Mixed-Methods Study. Journal of Medical Radiation Sciences. 2025;72(S2):S70-S78. DOI: 10.1002/jmrs.882.
05
Effectiveness of Virtual Reality in Healthcare Education: Systematic Review and Meta-Analysis. Sustainability. 2024;16(19):8520. DOI: 10.3390/su16198520.

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