Abstrakt: |
As COVID-19 deaths rise, the Philippines has extended its 2-week class suspension indefinitely. This has caused a massive increase in the use of simulation technologies in healthcare curriculums particularly in Related Learning Experiences (RLE). The authors are currently working on a Web-based Related Learning Activity project for nurses and other courses that require on-site training, and aims to identify the different innovations done during the pandemic and gain insights into the different issues and challenges during different implementation phases of the innovations. The authors conducted a systematic review, gathering data from EBSCO, Google Scholar, PubMed Central (PMC), BioMed Central (BMC), Scopus, National Center for Biotechnology Information (NCBI), Springer Link, JSTOR, Elsevier, Philippine E-Journal, Sage Journal, Taylor and Francis Online, Web of Science, Wiley Online Library and ScienceDirect. Studies published since 2020, use of MeSH keywords patient simulation/s, simulation training/s, educational technology/ies, augmented reality/ies, computer-assisted instruction, and computer simulation/s. The study is registered in OSF (https://doi.org/10.17605/OSF.IO/Q4EBT). 95 out of 603 articles from 2020 to March 2023 were found to qualify for inclusion in this study. Most of the reasons why people came up with simulation technology had to do with students' lack of clinical experience, knowledge, and skills, ensuring that graduates can give safe healthcare, reducing student anxiety and building their confidence, and following health protocols. AI, VR, AR, MR, and Gamification have been identified by the authors as the most common simulation technologies used to solve COVID-19 problems. Challenges were found in the planning, development, deployment, and acceptance phases. The most number of challenges fall under the deployment phase. Challenges were further broken down into four groups: limited participation and access, limited knowledge and experience, high costs, and technological barriers. This study investigates the use of AI, VR, AR, MR, and Gamification in response to the pandemic, uncovering numerous implementation challenges, particularly during the deployment phase (n = 43). Challenges include limited access, knowledge gaps, high costs, and technical issues, impacting the sustainability of these technologies. Analysis of 95 studies provided insights into the nature and timing of these challenges, aiding stakeholders in identifying effective strategies and avoiding pitfalls. The research emphasizes the importance of anticipating challenges to save resources like funding, labor, and time, offering a strategic edge in advancing educational technology innovations. |