e-space
Manchester Metropolitan University's Research Repository

    Developing and evaluating immersive virtual reality as a training tool for crossmatching in transfusion laboratories

    Eastwood, Laura (2025) Developing and evaluating immersive virtual reality as a training tool for crossmatching in transfusion laboratories. Doctoral thesis (DClinSci), Manchester Metropolitan University.

    [img]
    Preview

    Available under License Creative Commons Attribution Non-commercial No Derivatives.

    Download (7MB) | Preview

    Abstract

    Background The adoption of immersive virtual reality (VR) training for healthcare scientists has the potential to address critical gaps in traditional transfusion laboratory education. Staffing shortages, increasing workload, and high incidences of laboratory errors necessitate innovative training solutions. Despite its capabilities, VR technology is underutilised in transfusion science. Aims This study aimed to develop and evaluate a VR training package for crossmatching to enhance knowledge and practical skills among Biomedical Scientists (BMSs), and to compare its effectiveness with traditional training methods. Methods Study 1: Utilised a multidisciplinary approach and design thinking to develop a VR package to train crossmatching in a simulated environment. Study 2: Piloted the VR package with undergraduate biomedical science and healthcare science students (n=16) lacking prior crossmatching experience. Study 3: Evaluated the package in 43 laboratories with 103 participants, comparing a traditional training control group (n=51) with a VR group (n=52). Impact assessed immediately post-training, and at one weeks and three months. Results A crossmatch training VR application (app) was successfully developed. The pilot indicated a significant increase in knowledge and perceived practical skills after training (p=>0.05). No statistical differences in immediate knowledge gains and practical skills were observed between the control and VR groups (p=>0.05). VR participants, however, displayed a positive trend in long-term knowledge, correct order of crossmatch process steps and perceived practical skills retention, as well as confidence in the crossmatching process. Training officers noted that VR training integrated more seamlessly into daily workflows. Conclusions It is possible to develop an immersive VR training app to train students and BMSs in the crossmatch process using stakeholder involvement and design thinking principles. Findings show the crossmatch training VR app is a suitable training tool for crossmatching knowledge and practical skills, and suggests that VR training can effectively augment traditional laboratory training.

    Impact and Reach

    Statistics

    Activity Overview
    6 month trend
    6Downloads
    6 month trend
    53Hits

    Additional statistics for this dataset are available via IRStats2.

    Repository staff only

    Edit record Edit record