Keywords
Interprofessional Socialization and Valuing Scale, Medical Education, Interprofessional, Multiplayer Virtual Reality Questionnaire, Validation
This article is included in the Public Health and Environmental Health collection.
Multiplayer Virtual Reality-Based Simulations (MPVR-based simulations) with immersive 3D environments have become an important tool in interprofessional education (IPE). However, instruments to measure interprofessional socialization in MPVR-based education are limited. The Interprofessional Socialization and Valuing Scale (ISVS) is a useful tool for evaluating interprofessional socialization. This pilot study aimed to adapt and validate the ISVS-24 for use in interprofessional MPVR-based simulations settings.
Seventy-two participants, including anesthesiology residents (at novice, junior, and senior levels), general physicians, and professional nurses, were recruited voluntarily. The ISVS-24 was cross-culturally adapted and reviewed by experts for content validity in the MPVR simulation context. Participants completed the adapted ISVS after undergoing an interprofessional MPVR-based simulation. Structural validity was assessed using factorial analysis through principal component analysis. Content validity was measured using the mean content validity index (CVI). Consistency validity was evaluated with Pearson correlation coefficients (PCC), and reliability was assessed using Cronbach’s alpha.
The Kaiser-Meyer-Olkin test indicated sampling adequacy (0.885), and Bartlett’s sphericity test was significant (χ2(42) = 472.725, p < 0.05). A three-section structure was confirmed. The mean CVI was 0.815, with 21 valid items (Aiken’s V ≥ 0.5). Among the 72 respondents, 40 were female (55.6%) and 32 were male (44.4%); 26 were anesthesiology residents (36.1%), 23 were general physicians (31.9%), and 23 were professional nurses (31.9%). The overall Cronbach’s alpha was 0.959. PCC for all items exceeded the r table value (> 0.232) with p < 0.05, showing significant item relationships.
The adapted version of ISVS for MPVR simulation-based education has good validity and reliability to assess interprofessional socialization in an MPVR-based simulation setting.
Interprofessional Socialization and Valuing Scale, Medical Education, Interprofessional, Multiplayer Virtual Reality Questionnaire, Validation
In this revised version, we have addressed all comments and suggestions provided by both reviewers to enhance the clarity, rigor, and justification of our study.
In the Introduction, we added supporting literature to substantiate claims regarding the benefits of VR in health professional education. We also expanded the rationale for adapting the ISVS-24, explaining why existing translated instruments (e.g., ISVS-19, RIPLS) were not selected, and clarified the preference for ISVS-24 over ISVS-21 due to its item-level compatibility with immersive MPVR-based simulation contexts.
In the Methods section, we clarified the participants' professional backgrounds and inclusion criteria, detailed the recruitment process, and explained how participants were oriented to the VR simulation. We elaborated on the translation process, including qualifications of the translators, use of back-translation, and consensus procedures. We revised the descriptions of Phase 2 and Phase 3 to clearly separate content validation and construct validation stages. We also acknowledged the limitations regarding the composition and number of expert reviewers.
In the Results, we clarified the rationale for item removal based on Aiken’s V scores, added detailed factor analysis methods, and moved interpretation from the Results to the Discussion section. We also addressed reliability reporting and acknowledged the absence of McDonald's Omega due to software limitations.
In the Discussion and Conclusion, we strengthened the linkage to relevant literature and expanded the limitations section, particularly regarding generalizability and the single-institution sample. The conclusion was revised to better reflect these limitations.
See the authors' detailed response to the review by Danielle Rulli
See the authors' detailed response to the review by Bau Dilam Ardyansyah
Interprofessional Education (IPE) has become a crucial aspect of advanced medical studies, playing a vital role in enhancing patient safety and refining healthcare services.1–3 IPE promotes collaborative learning among individuals from different professional fields, which augments knowledge-sharing and problem-solving capabilities in delivering the highest quality of patient care and producing significant health outcomes.4 IPE has been found to significantly improve clinical engagement, teamwork, and collaborative abilities in healthcare students.5 According to studies, students who participate in IPE activities build stronger interprofessional partnerships, enhanced team dynamics, and increased confidence in collaborative settings. Exposure to such educational events positively improves their attitudes about teamwork, communication, and patient-centered care.6
A teaching method for accomplishing learning objectives that is also used to give IPE is simulation-based education. It is modelled after real-world situations. In this case, multiplayer VR simulation-based education (MPVR-based education) has an important role in realizing interprofessional education (IPE) in promoting collaboration and communication competencies among professionals.7 VR has recently emerged as a potent tool for medical education that enables users to immerse themselves in and engage with computer-created three-dimensional environments, replicating real situations or simulating fictitious scenarios.8,9 These interactive virtual experiences have been shown to outperform traditional or other digital educational methods regarding knowledge retention and skill development among health professionals. This superiority is attributed to VR’s ability to offer an immersive, interactive learning space, and its capacity to produce realistic clinical scenarios in a risk-free setting for learners.10 Recent studies have demonstrated the educational advantages of virtual reality (VR) over traditional methods across various domains. VR-based simulation training significantly improved procedural accuracy and performance in orthopedic surgical tasks compared to standard surgical guides.11 A randomized study on spinal surgery education showed that VR-based instruction yielded comparable or better outcomes in practical skills than conventional lecture-based teaching.12 In neuroanatomy education, VR not only enhanced knowledge retention but also increased student motivation while reducing anxiety toward the subject.13 Similarly, VR training has been shown to outperform traditional methods in improving both theoretical understanding and procedural safety in radiation protection among cardiology teams.14 Moreover, VR was found to be more effective than conventional instruction in teaching ECG interpretation skills to medical students.15
MPVR-based education offers group-oriented learning, teamwork simulations, and collective problem-solving activities by seamlessly incorporating interpersonal interactions within the virtual world.16 The platform facilitates real-time communication, collaboration, and joint activities or simulations as a team in a shared virtual space.9 Although MPVR-based simulation is a rapidly developing modality in medical education, there remains a gap in validated instruments specifically designed to assess interprofessional socialization outcomes within immersive virtual environments. Existing tools that measure changes in attitudes, actions, and beliefs, such as those relevant to interprofessional socialization, have not yet been formally validated or adapted for use in MPVR-based educational settings. Effective interprofessional socialization is essential as it will enhance the utilization of each individual’s skills during collaborative practice, promote efficient patient care, and enhance patient safety.17
Interprofessional Socialization and Valuing Scale (ISVS) is a 24-item self-assessment questionnaire that was developed based on interprofessional literature and focuses on changes in attitudes, actions, and beliefs that are essential to interprofessional socialization.11,18 ISVS’s adaptability is evident in its successful adaptation and validation across various countries and interprofessional learning conditions.18–20 The original ISVS-24 has demonstrated good psychometric properties, with Cronbach’s alpha coefficient for the total scale reported at 0.90. In addition, Pearson correlation coefficients among the subscales ranged from 0.34 to 0.61, indicating that the subscales measure distinct yet related dimensions of interprofessional socialization.21 The ability of ISVS-24 to be adapted and validated across such a wide spectrum of environments indicates its applicability among diverse socio-cultural contexts across countries, healthcare systems, education frameworks, cultural perceptions of professions, and societal expectations.
Although several interprofessional education (IPE) outcome measures, such as the Readiness for Interprofessional Learning Scale (RIPLS), Collaborative Interprofessional Competency Scale (CICS-29), Collaborative Practice Assessment Tool (CPAT), and the Indonesian version of the Interprofessional Socialization and Valuing Scale (ISVS-19)—have been translated and validated in Indonesian, this study opted to adapt the ISVS-24 directly from its original English version. This decision was made to maintain conceptual integrity and ensure that the instrument remains aligned with the theoretical underpinnings established by its original developers. For example tools like RIPLS are commonly used to assess readiness for interprofessional learning through constructs such as teamwork and collaboration, they do not specifically target the process of interprofessional socialisation, which is the central focus of the ISVS-24. Adapting a version that has already been translated and validated in a different context would require further modification to fit the unique characteristics of a multi-participant virtual reality (MPVR) simulation environment, which may compromise the validity of the construct being measured. Therefore, adapting the ISVS-24 from the original source allows for more controlled and context-specific refinement, ensuring that the instrument appropriately captures interprofessional socialisation within immersive VR settings. Moreover, ISVS-24 has demonstrated good psychometric properties in prior studies, including satisfactory internal consistency (Cronbach’s alpha > 0.80) and construct validity in various professional populations.11
Nevertheless, the existing ISVS-24 has not yet been validated in immersive, interactive simulation environments such as MPVR-based simulation settings, where collaborative learning and problem-solving occur in immersive 3D environments. Consequently, there is a need to develop and validate an adapted version of the ISVS-24 specifically tailored for assessing interprofessional collaboration in MPVR-based simulation settings. The objective of this research is to adapt and validate ISVS as an assessment tool for IPE in an MPVR-based education setting.
This study was a pilot study using a cross-sectional design aimed at determining the psychometric properties of the adapted ISVS-24 for a virtual environment setting and involved three phases. The first phase involved the translation of the original ISVS-24, which was in English, into Indonesian. The second phase was content validity assessment of the ISVS-24 by a panel of experts. The third phase was a pilot study conducted with participants who completed the questionnaire, which had undergone content validity processes and was adapted for use in a virtual environment setting ( Figure 1).
A total of 72 anesthesiology residents, general physicians, and professional nurses from the Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo Hospital took part in this study and were voluntarily recruited. Participants were recruited through direct invitation to medical and nursing professionals at the institution. As inclusion criteria, the following factors were considered: (1) older than 18 years, (2) free from visual, auditory, and other sensory impairments, (3) and provide informed consent to participate. Participants were not required to have prior interprofessional team experience. However, their professional backgrounds ensured exposure to interprofessional collaboration in clinical settings. Additionally, prior exposure to VR training was not a requirement, as the study aimed to assess interprofessional socialization within a simulated VR setting, regardless of previous VR experience.
Participants were excluded if they had a known history of motion sickness, balance disorders, or any medical condition that could increase the risk of discomfort during VR use.
This study developed Local Anesthesia of Systemic Toxicity scenes using Virtual Reality (VR-LAST) to provide an engaging and immersive learning experience that reflects students’ real-clinical scenarios. VR-LAST is a platform that provides an immersive experience of a virtual world featuring 3D-based user-generated content that supports interactive networking. This platform is used in the simulation of systemic toxicity events due to the administration of local anesthesia in patients undergoing surgery with local anesthesia.
In this platform, we created a scenario where an individual who will undergo operative action must be given anesthesia in the form of local anesthesia, which will be managed collaboratively by anesthesia residents, general practitioners, and professional nurses. As illustrated in Figure 2: viewpoints of different users, VR-LAST incorporates multiple user viewpoints: (A) the anesthesia resident’s view of the Non-Playable Character (NPC), (B) the general practitioner’s view, (C) the nursing student’s view, and (D) the facilitator’s view. The scenario guides participants through the preparation for anesthesia, administration of anesthesia, systemic toxicity events, and subsequent interventions, including assessment and management. The specific tasks performed by participants in the virtual environment are outlined in Supplementary Table. The operating room concept was built to help participants understand the environment and provide a realistic experience. The developed VR is ready to be tested for feasibility. It can enable participants from different times and locations to come together in real-time interactive simulation training to manage LAST emergency events. IPE using simulation-based LAST is a practical approach to prepare students for a collaborative environment, develop technical skills, and enhance soft skills, such as communication and teamwork, to prepare them as work-ready graduates.
After the development of the initial VR-LAST simulation, a preliminary pilot test was conducted involving six participants, including of two anesthesiology specialist, two general physician, and two nurses. The aim of this pilot was to assess the basic functionality, clarity of the scenario, and user experience within the virtual environment. During the session, the team provided structured feedback, particularly highlighting the need to include a practice mode or orientation phase before starting the actual LAST management simulation. This feature was considered important to help future users become familiar with the VR interface and controls. Based on this input, the VR developer revised the content by incorporating a pre-simulation practice session. Following these adjustments, the final version of VR-LAST was deemed ready for implementation in the main study (pilot study).
It should be noted that participants involved in this preliminary VR pilot were different from those recruited for the instrument validation phase.
The Interprofessional Socialization and Valuing Scale (ISVS-24) was a 24-item self-assessment questionnaire created by King et al. The self-assessment questionnaire focuses on changes in attitudes, actions, and beliefs of participants after interprofessional training. Respondents are asked to rate their agreement or disagreement with each statement based on their own experiences and perceptions after previous training. The scale aims to capture attitudes, beliefs, and behaviours that contribute to effective teamwork and collaboration across three dimensions: self-perceived ability to work for others, value in working with others, and comfort in working with others.18
The original ISVS-24 was selected for adaptation instead of its shortened or previously translated versions to preserve the instrument’s full conceptual coverage. This approach allowed for a more precise contextual adaptation tailored to MPVR-based interprofessional learning. Using the full version enabled us to refine the items in a controlled manner while maintaining fidelity to the original construct, which was essential for measuring complex socialization processes in a virtual simulation setting.
Permission to translate and adapt the ISVS-24 into Indonesian and for its use in a VR-based educational context was obtained from the original author prior to conducting the study.
This study utilized virtual reality simulations that were played by three individuals. Each simulation session involved three participants, comprising an anesthesiology resident, a general physician, and a professional nurse. During the simulation, each participant took on specific interprofessional roles relevant to anesthesia management, ensuring a realistic team-based training environment. VR is conceived with specific learning objectives; comprehension of cognitive, motor, communicative, and interpersonal skills in managing local anaesthetic systemic toxicity cases in an immersive surgical room environment. A patient was standardized as NPCs (non-playable characters) with specific scenarios.
Phase 1: Translation of the ISVS-24
Two professional bilingual translators, both fluent in English and Indonesian and with backgrounds in healthcare and medical education, independently translated the original ISVS-24 into Indonesian. These two initial versions were reviewed and synthesized into a single preliminary version by the research team, all of whom are native Indonesian speakers with expertise in interprofessional education, simulation-based training, and health professions education.
To ensure conceptual and semantic equivalence, a back-translation was performed by an independent bilingual translator who had no prior exposure to the original ISVS-24. This step was essential to detect discrepancies and maintain the integrity of the original meaning. The back-translated version was compared with the original English version by the research team. Any inconsistencies were discussed in a series of consensus meetings involving all translators and research team members. Through these iterative discussions, item wording was refined and adapted to suit the context of Multi-Participant Virtual Reality (MPVR)-based interprofessional learning, resulting in a final culturally and contextually appropriate version of the ISVS-24 in Indonesian.
Phase 2: Content validation of the Indonesian ISVS-24
To evaluate content validity, the Indonesian ISVS-24 was assessed by a panel of four senior anesthesiology consultants with a minimum of 10 years of experience in health professions education and simulation-based interprofessional training. All panelists had extensive involvement in MPVR-based simulation research and had served as facilitators in interdisciplinary training programs. However, as the instrument targets interprofessional socialization more broadly, the composition of the panel presents a limitation in that it did not include experts from other health professions or individuals with formal training in IPE assessment.
Each item was rated on a Likert scale of 1-5 based on its relevance to MPVR simulation-based setting. The scale was as follows: 1 - highly irrelevant, 2 - irrelevant, 3 - moderate, 4 - relevant, 5 - highly relevant. The experts were also requested to provide qualitative feedback or suggestions on pharsing, clarity, and revisions on certain questions they deemed less appropriate for multiplayer VR. Content validity was then analyzed using Aiken’s V formula, and items that failed to meet the minimum validity threshold (V < 0.80) were either revised or removed based on expert recommendations.
The relatively small number of reviewers (n=4) represents a limitation of this phase. Future studies should incorporate a broader panel to increase generalizability and enhance content representativeness for interprofessional users.
Phase 3: Construct validation of the Indonesian ISVS-24
This phase aimed to assess the clarity, comprehensibility, and preliminary psychometric properties of the translated ISVS-24 instrument. A total of 72 participants were recruited through purposive sampling, consisting of anesthesiology residents, general physicians, and professional nurses. The participants were provided with information regarding the purpose of the study. They were given consent forms after being reminded of the voluntary nature of their participation and the confidential and anonymous handling of their data. Once they had signed the informed consent, the participants were assembled by the principal investigator in the pilot trial, who convened them in a single classroom. All participants in the pilot study were introduced and trained using VR equipment, specifically the Oculus Quest 2 headset. Before each simulation, participants received a 10-minute orientation on VR headset use, scenario overview, and simulation flow. Roles (resident, physician, nurse) were assigned and briefed to ensure shared understanding and coordination. They were divided into small teams consisting of three persons, with one individual assigned as the team leader. All groups underwent MPVR simulation-based training. Upon finishing the simulation, the participants were asked to check the content and the understandability of the scale.
Following the simulation, participants were asked to answer the adapted ISVS-24 items. Items that had previously been identified as invalid during Phase 2 through content validity analysis using Aiken’s V were removed before distribution. The remaining 21-item version of the ISVS-24 was administered post-simulation.
The responses were then analyzed to assess the preliminary construct validity and internal consistency of the instrument. While the sample size was sufficient for an initial pilot study, we acknowledge that it may not meet the optimal requirements for robust exploratory factor analysis. This limitation is addressed in the discussion, and we recommend further psychometric evaluation using a larger, more representative sample.
We used digital scoring and rating sheets to record the collected data manually. SPSS (version 22.0; IBM Corp) was applied to analyse the data quantitatively. First, a descriptive analysis of the results was conducted. The frequency and percentage were computed for the categorical variables, whereas the measures of central tendency and dispersion were determined for the quantitative variables. To determine the questionnaire’s structural validity, a factorial analysis was conducted through principal component analysis. The content validity index (CVI) of the instrument in this study was evaluated using Aiken’s formula. A measurement tool is considered adequately valid if its Aiken coefficient is greater than 0.5.22–24 The assessment of internal consistency and reliability of the variables in this study was conducted through Cronbach’s alpha reliability analysis. Items with Cronbach’s alpha value above 0.70 were considered reliable. To evaluate the validity of the responses, the Pearson Correlation Coefficient (PCC) was calculated to assess the relationship between individual items and the overall scale.25–28
This study was conducted following the Declaration of Helsinki and was approved by the Ethics Committee of the Faculty of Medicine, Universitas Indonesia - Dr. Cipto Mangunkusumo Hospital with regards of the protection of human rights and welfare in medical research, with approval number 1146/UN2.F1/ETIK/PPM.00.02/2022, on October 31, 2022. All participants provided written informed consent before participation. No participant-identifying information was included in the study data. Data were managed by researchers and assistants who were not involved in any teaching roles, and only the ID codes were noted in the database. No personal data was accessible to the instructional team in the initial phase of the research; adjustments were made to the items in the original ISVS to suit the multiplayer VR environment.
Aiken’s method was used to assess the content validity of the questionnaire in this study. Four senior anesthesiology consultants who were experts in MPVR simulation-based education evaluated each item based on its relevance to interprofessional collaboration within virtual environments. Consequently, in this investigation, each questionnaire item underwent scrutiny by the experts who evaluated its appropriateness and relevance. If a consensus (two or more experts) suggested that a specific item was unnecessary, it was subsequently removed from the questionnaire. The analysis of the content validity of the instrument used the Aiken coefficient V can be viewed in Table 1.
No. | Item | V |
---|---|---|
Self-perceived ability to work for others | ||
1 | Item 1 | 0.875 |
2 | Item 2 | 0.938 |
3 | Item 3 | 0.938 |
4 | Item 4 | 0.813 |
5 | Item 5 | 0.125a |
6 | Item 6 | 0.875 |
7 | Item 7 | 0.063a |
8 | Item 8 | 0.688 |
9 | Item 9 | 0.813 |
Value in working with others | ||
10 | Item 10 | 0.750 |
11 | Item 11 | 0.875 |
12 | Item 12 | 0.875 |
13 | Item 13 | 0.938 |
14 | Item 14 | 0.875 |
15 | Item 15 | 0.750 |
16 | Item 16 | 0.188a |
17 | Item 17 | 0.750 |
18 | Item 18 | 0.875 |
Comfort in working with others | ||
19 | Item 19 | 0.688 |
20 | Item 20 | 0.875 |
21 | Item 21 | 0.875 |
22 | Item 22 | 0.750 |
23 | Item 23 | 0.625 |
24 | Item 24 | 0.750 |
Mean V | 0.815 |
Three items (item 5, 7, and 16) received Aiken’s V values ≤ 0.50 and were therefore excluded. These items were considered less compatible with the immersive characteristics of the MPVR context, particularly those referencing client or family-centered care, which were not applicable to the simulated clinical scenario. The removal of these items was based on low content validity indices (Aiken’s V ≤ 0.50) as assessed by four expert reviewers during Phase 2. These three items were excluded prior to Phase 3 and were therefore not tested further with study participants. The decision was made to ensure content relevance in the context of MPVR-based interprofessional learning.
The three items that were removed are:
1. “I am comfortable engaging in shared decision-making with clients” (item 5)
2. “I have gained a better understanding of the client’s involvement in decision-making around their care” (item 7)
3. “I have gained an appreciation for the importance of having the client and family as members of a team” (item 16)
Following this, twenty-one items with Aiken’s V values ≥ 0.5 were deemed valid and incorporated into the Multiplayer Virtual Reality Adapted Version of the Interprofessional Socialization and Valuing Scale. In addition, all experts agreed to make a slight change to item number 21 to ensure it is framed as a positive statement, changing it from “I believe that interprofessional practice is difficult to implement” to “I believe that interprofessional practice is easy to implement”.
Seventy-two participants total participated in the study, of which 40 were female (55.6%) and 32 were male (44.4%); 26 were anesthesiology residents (36.1%), 23 were general physicians (31.9%), and 23 were professional nurses (31.9%). The average age was 29.32 ± 2.54 years old ( Table 2).
The questionnaire’s validity was verified through the computation of the Pearson correlation coefficient (PCC). The critical value was 0.232, according to the table of critical values. As shown in Table 3, for all our variables, the r table was > 0.232 for p values of < 0.05. Table 3 displays the validity (Pearson’s correlation coefficient) for every item.
Exploratory factor analysis (EFA) was conducted to examine the underlying factor structure of the Indonesian-adapted ISVS-24 and assess its construct validity. Suitability for factor analysis was confirmed via Kaiser-Meyer-Olkin (KMO = 0.857) and Bartlett’s Test of Sphericity (χ2(66) = 1193.762, p < 0.05). Although the statistical procedure initially extracted 21 components (equal to the number of items), this is a default outcome of the analysis and does not imply that all components are meaningful.
To determine the optimal number of factors, we used Kaiser’s criterion (eigenvalues > 1) and inspected the scree plot. Only the first three components had eigenvalues > 1, cumulatively accounting for 66.88% of the total variance. A factor loading threshold of ≥ 0.40 was used to determine item retention, and all 21 items met this criterion ( Table 4).
In this study, Cronbach’s alpha was used to measure the reliability of each item. Table 5 shows the Cronbach’s alpha result. The overall Cronbach’s alpha coefficient for the 21-item scale was 0.959.
Therefore, we acknowledge this limitation in the discussion and recommend future studies to assess internal structure further using McDonald’s Omega and confirmatory analysis techniques.
VR presents enormous potential for the future of medical education. Its applications range from surgical training and 3D visualization skills to teaching soft skills like empathy and communication. VR’s capacity for training technical competencies is well-recognized.29 However, its role in enhancing interpersonal collaboration skills still requires further study. Recent study examines the effectiveness of immersive virtual reality simulation in interprofessional education, finding that it enhances cooperation and communication among students, promotes a team approach, and provides an immersive learning experience that benefits future healthcare team roles.30 In line with this, there’s an increasing demand for instruments that evaluate interprofessional collaboration performance in a multiplayer VR setting.
In this study, we adapted ISVS for multiplayer VR-based simulation education. Three items were removed based on a combination of contextual incompatibility and expert content review using Aiken’s V analysis. These items referred to shared decision-making with patients or families, which was not feasible in VR settings where non-player characters (NPCs) are standardized and not designed for complex reciprocal interaction. The removal of these items improved contextual fit and content validity.
In most VR-based simulation programs for medical education, patients are represented by NPC. Complex human behaviours are challenging to replicate authentically in VR. As a result, interactions with NPC might feel limited and less realistic than with real humans. The inherent limitations of NPC constrain the possible interactions between learners and patients. However, with technological advancements, particularly integrating artificial intelligence with NPC, NPC might become more sophisticated, allowing more realistic interactions.31 Despite these challenges, VR’s capability in facilitating interprofessional collaboration lies in its ability to offer both communication and information support, enhancing users’ information processing abilities. VR might help students in achieving collaborative skills crucial for problem-solving both in and outside the classroom.31–33
The content validity analysis, using Aiken’s V method, resulted in a final adapted questionnaire consisting of 21 valid items, after excluding three items with Aiken’s V values below 0.5. Furthermore, slight modifications were made to ensure clarity and appropriateness of the remaining items, such as rephrasing item 21 to convey a positive perspective. The high agreement among experts highlights the rigor of the adaptation process and supports the relevance of the adapted items for a VR-based environment.
The result showed a high internal consistency with an overall Cronbach’s alpha result of 0.959, which indicates that the adapted version of ISVS items’ were reliable. King et al. reported an alpha of 0.988 for the refined ISVS-21, concluding that it possessed excellent measurement properties and consistent performance across professional groups.18 These findings reinforce the strong internal consistency and conceptual coherence of the adapted ISVS-24 when applied in MPVR-based interprofessional collaboration settings. Although future studies should supplement this with McDonald’s Omega to assess reliability more precisely, especially given potential item redundancy.
Construct validity was supported by exploratory factor analysis, which retained three factors aligning with the ISVS’s original subscales: self-perceived ability to work with others, value in collaboration, and comfort in working with others. The three retained components accounted for 66.88% of the total variance, and all items loaded above the 0.40 threshold. These findings reinforce the conceptual coherence of the adapted instrument in the context of interprofessional simulation-based learning. The Kaiser-Meyer-Olkin (KMO = 0.857) and Bartlett’s test further confirmed the adequacy of the dataset for factor analysis.
Our findings align with a validation study of the Indonesian ISVS-19, which demonstrated strong psychometric properties, including unidimensionality, content validity, and measurement invariance across practitioner and student cohorts. That study emphasized the influence of demographic variables (such as age, length of work experience, and educational background) on interprofessional socialization.34 While our study focused on contextual adaptation of the instrument to suit VR-based environments.
Other study validation of the Collaborative Practice Assessment Tool (CPAT) in Singapore followed rigorous COSMIN guidelines and demonstrated strong construct validity in a real-world healthcare environment. While the setting differs (clinical practice versus simulated VR education), both studies underscore the importance of robust methodology and contextual relevance when measuring interprofessional collaboration.35 Our findings extend this evidence base by showing that even within a virtual environment, collaborative behaviors can be meaningfully assessed when using a well-adapted and validated instrument.
However, this study has limitations. The relatively small sample size and its restriction to a single institution may limit the generalizability of the findings. In addition, while our simulation reflected real-world interprofessional scenarios, it relied on scripted interactions and NPCs, which may limit ecological validity. Future studies should test the adapted ISVS across diverse educational contexts, larger and more heterogeneous populations, and in simulations with varying levels of realism and interactivity.
Despite these limitations, our findings support the use of the Multiplayer Virtual Reality Adapted Version of ISVS as a valid and reliable instrument for assessing interprofessional collaboration skills in VR-based education. By addressing the unique challenges of VR environments and adapting existing tools to fit this innovative learning modality, this study contributes to the growing body of research on VR’s role in advancing interprofessional education.
This study presents preliminary evidence that the Indonesian-adapted ISVS-24 is a valid and reliable instrument for assessing interprofessional collaboration in Multiplayer VR simulation-based education. The instrument demonstrated acceptable content validity, internal consistency, and construct structure when used in an immersive learning environment.
While this study provides valuable insights into the adaptation and validation of ISVS-24 in a VR-based interprofessional collaboration setting, several limitations must be acknowledged. The relatively small sample size and single-institution focus may limit the generalizability of our findings. Additionally, future studies with larger and more diverse participant pools are needed to further validate the instrument. Future research should involve multiple institutions and a broader range of healthcare professionals to enhance the robustness of the findings.
Zenodo: Adaptation and Validation of the Interprofessional Socialization and Valuing Scale (ISVS-24) for Utilization in Multiplayer Virtual Reality Environments. https://doi.org/10.5281/zenodo.14637073.36
This project contains the following underlying data:
Zenodo: Adaptation and Validation of the Interprofessional Socialization and Valuing Scale (ISVS-24) for Utilization in Multiplayer Virtual Reality Environments. https://doi.org/10.5281/zenodo.14637073.36
This project contains the following extended data:
Data are available under the terms of the Creative Commons Attribution 4.0 International license (CC-BY 4.0).
STROBE checklist for adaptation and validation of the interprofessional socialization and valuing scale (ISVS-24) for utilization in multiplayer virtual reality environments. https://doi.org/10.5281/zenodo.14637073.36
Data are available under the terms of the Creative Commons Attribution 4.0 International license (CC-BY 4.0).
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Competing Interests: No competing interests were disclosed.
Reviewer Expertise: The reviewer is a senior academic and medical doctor specializing in the development and implementation of interprofessional education and collaborative practice for health practitioners and students. Her expertise includes learning, teaching, and assessment in medical education, interprofessional education and collaborative practice, instrument development, and psychometric properties evaluation. She has led studies on adapting assessment tools for Indonesian and Australian contexts, including tuberculosis care through a Delphi study. Her research ensures culturally relevant and reliable instruments for evaluating interprofessional education and practice, enhancing collaboration among healthcare professionals and students.
Is the work clearly and accurately presented and does it cite the current literature?
Partly
Is the study design appropriate and is the work technically sound?
Partly
Are sufficient details of methods and analysis provided to allow replication by others?
Partly
If applicable, is the statistical analysis and its interpretation appropriate?
Partly
Are all the source data underlying the results available to ensure full reproducibility?
Partly
Are the conclusions drawn adequately supported by the results?
Partly
Competing Interests: No competing interests were disclosed.
Reviewer Expertise: Interprofessional education, educational methodologies, medical/dental integration.
Is the work clearly and accurately presented and does it cite the current literature?
Partly
Is the study design appropriate and is the work technically sound?
No
Are sufficient details of methods and analysis provided to allow replication by others?
Partly
If applicable, is the statistical analysis and its interpretation appropriate?
Partly
Are all the source data underlying the results available to ensure full reproducibility?
Partly
Are the conclusions drawn adequately supported by the results?
Partly
Competing Interests: No competing interests were disclosed.
Reviewer Expertise: The reviewer is a senior academic and medical doctor specializing in the development and implementation of interprofessional education and collaborative practice for health practitioners and students. Her expertise includes learning, teaching, and assessment in medical education, interprofessional education and collaborative practice, instrument development, and psychometric properties evaluation. She has led studies on adapting assessment tools for Indonesian and Australian contexts, including tuberculosis care through a Delphi study. Her research ensures culturally relevant and reliable instruments for evaluating interprofessional education and practice, enhancing collaboration among healthcare professionals and students.
Alongside their report, reviewers assign a status to the article:
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Version 1 06 Feb 25 |
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Provide sufficient details of any financial or non-financial competing interests to enable users to assess whether your comments might lead a reasonable person to question your impartiality. Consider the following examples, but note that this is not an exhaustive list:
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