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Many humans naturally fear the unknown especially when it involves their health. Virtual reality (VR) has helped bridge the gap when it comes to educating cancer patients who are preparing to receive chemotherapy for the first time. VR can be used to showcase all aspects of the chemo process starting from when the patient arrives to the facility, checks in, meets with nurses or doctors, and begin treatments (Thomas et al., 2024). Virtual reality (VR) is a portable device that goes over the participant's eyes and gives visuals, audio, and hepatic feedback that mimics touch. VR is an interactive experience and allows participants to use multiple senses (mostly sight, sound, and virtual touch). It is a simulated experience that attempts to mimic reality to prepare patients as they embark on their cancer journey.

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(China Global Television Network, 2016)

https://www.youtube.com/watch?v=V34yf4_vIT8

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VR surgery: Surgeons use virtual reality to educate patients

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https://www.coursera.org/articles/vr

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One advantage of VR is that patients who are educated with the immersive experience of VR typically feel better prepared, empowered, less anxious, and more confident in beginning their overall cancer journey (Thomas et al., 2024). Another advantage is anyone, not just the patient, can participate in the experience. For example, healthcare providers and patients' family have the opportunity to have a simulated experience of the process of starting chemotherapy, which in turn gives them better insight and increases empathy shown towards the patient (Thomas et al., 2024). Another pro is it can be cost effective by eliminating the need for education to be provided by a physical human. Instead of companies paying someone to educate in person one at a time, the cost goes into buying the necessary equipment that can be used multiple times (Thomas et al., 2024). Which also leads into another pro which is the ability to replay and review educational content to make sure it's fully understood. If the patient or family needs to review a certain topic it can be replayed from whichever point needs reviewing (Thomas et al, 2024).

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One disadvantage of VR education is that it is missing the human to human emotional component which is essential in the oncology world. Humans are complex individuals especially when it comes to emotions. Technology cannot completely replace the need for face to face interaction in healthcare due to these complexities (McGonigle & Garver, 2025). Another con is that technology is not always perfect and glitches to the system happen. A blurry video or poor audio quality can interrupt the experience which results in a patient feeling like they haven't gained any valuable knowledge (Thomas et al., 2024). Having a surreal experience can be a disadvantage because it may actually frighten patients to the point that they decide not to go through with treatment (Thomas et al., 2024). Lastly, another disadvantage is that VR can potentially cause nausea and vomiting (Thomas et al., 2024). Becoming sick interferes with the learning process and the learner will have difficulty staying focused.

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The benefits outweigh the risks when incorporating VR into education for oncology patients who will receive chemotherapy for the first time. The process can be intimidating and scary for most and having the ability to provide a simulation to help ease anxiety is much needed. Part of educating our patients is making sure they are well informed about their decisions. It's comforting for most to get the closest experience to reality before the actual experience. There are solutions that can be incorporated to smooth out some of the cons. For example, anti-nausea medication or bands can be used prior to beginning if the patient has a tendency to get motion sickness. Also, the technology team exists to help fix glitches and continuously monitor for ways to prevent glitches from happening so it doesn't interfere with the experience. VR is a healthcare innovation that will continue to evolve in the years to come as technology continues to advance. VR is a great educational tool in helping our patients on their healthcare journey.

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1. Discipline - Working towards a goal requires strategic planning and organization. Staying on schedule and meeting deadlines keeps the team on track to getting to the finish line in a timely manner with tasks completed. Making sure the smaller tasks are complete and precise will help us achieve the end goal. There will be multiple steps involved to incorporate VR into patient education.

2. Learner - Technology is constantly changing so you have to constantly learn to stay up to date. Bringing on a VR education system to a facility requires lots of research to figure out how it could be best utilized. Everyone will require in-depth learning to make sure everyone is knowledgeable about operating VR and explaining VR to patients and family.

3. Relator - Reaching out to others in my network that I trust gives me varying perspectives. This could be helpful because we could test run VR education system with employees first and analyze their perspective and thoughts. Gathering thoughts from multiple people generates new ideas and potential roadblocks that weren't thought of before.

4. Futuristic - VR education to patients will more than likely continue to grow. Having the ability to look forward and think of "what's next" will help usher in the new concept. The pros of VR can be presented in an inspiring manner and have others thinking what direction VR education will take facility.

5. Maximizer - Striving for excellence will help the team ensure that the VR patient education program will run top tier when presented to the facility. This strength will help encourage others team members to remember "why" during those stressful setbacks. Our team's "why" is we want to provide the best patient care, which includes making sure they are well informed about all aspects of their healthcare.

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1. Amelia Adaptability - When presenting new technology some people are slower to accept change, especially if they have done things a certain way for a long time. Having a teammate whose strength includes flexibility can encourage and support those who are having difficulty adapting to education through VR.

2. Carter Communication - This strength is important for making sure VR education is communicated most effectively. It will take detailed, precise, accurate, and descriptive communication to present this new innovation to the facility.

3. Susan Significance - We want to ensure VR education is recognized as a necessary and important new concept. The facility as a whole need to understand why this is a significant advancement for patient care.

4. Ivy Individualization - Patients are individuals with varying health conditions, cultures, values, and beliefs. It's important for the team to figure out the best way to make sure VR education is not "one size fits all" and can be tailored to meet patients' specific needs.

5. Izzie Input - Gathering information about data, trends, and facts is important when analyzing what is needed to operate VR education efficiently. Collecting what has been successful and unsuccessful in the past will help determine what's needed for improvements.

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Reference Sheet for Current Innovations Padlet