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 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 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
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 seeks to impart clinical knowledge engagingly and dynamically. The benefits of IPE are clear to the students. When it comes to overcoming the limits of healthcare professionals, students who have been exposed to IPE in the curriculum have developed interprofessional partnerships throughout their practices, boosted team spirit, and fostered competencies. Their attitudes toward collaborative management and curiosity for patient care improved as a result of the implementation of IPE.5,6
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 MPVR-based education offers group-oriented learning, teamwork simulations, and collective problem-solving activities by seamlessly incorporating interpersonal interactions within the virtual world.11 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 simulation in medical education, there is not yet a suitable measuring instrument that fully measures interprofessional socialization outcomes, which captures changes in attitudes, actions, and beliefs of participants. 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.
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.12 ISVS’s adaptability is evident in its successful adaptation and validation across various countries and interprofessional learning conditions.12–14 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.
However, the existing ISVS-24 lacks validation for use in 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 nurses from the Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo Hospital took part in this study and were voluntarily recruited. As inclusion criteria, the following factors were considered: older than 18 years, free from visual, auditory, and other sensory impairments, and agree to participate.
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 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.
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.12
This study utilized virtual reality simulations that were played by three individuals. 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 competent native translators performed two separate translations of the source language into Indonesian, resulting in two versions of the scale. Subsequently, the two versions were compared and synthesized into one version. To accomplish this, the research team (native Indonesian speakers) discussed the wording of the items, adapted it with MPVR-based simulation, and generated a refined agreement version.
Phase 2: Adaptation and validation
To validate the content, the adapted and unanimous version of the ISVS underwent evaluation by a panel of experts made up of 4 senior anesthesiology consultants who were experts in MPVR simulation-based education. 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. In addition, the experts were also requested to provide suggestions for revisions on certain questions they deemed less appropriate for multiplayer VR. After that, the assessments from the 4 experts were analyzed using Aiken’s formula. Any questionnaire items with an Aiken’s V score that did not meet validity criteria were removed.
Phase 3: Pilot study
The pilot study aimed to assess the content and comprehensibility of the scale. For the pilot study of the questionnaire, the anesthesiology residents, general physicians, and nurses (n=72) were voluntarily recruited. 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. 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.
Prior to this, items deemed invalid based on the content validity analysis using Aiken’s formula were removed. Subsequently, the questionnaire was administered to 72 respondents. After using the MPVR LAST, respondents were asked to complete the ISVS questionnaire that had undergone content validity testing. The collected data were then analysed for validity and reliability of questionnaire items.
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 0.5.15–17 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.18–21
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 employed to assess the content validity of the questionnaire in this study. Four senior anesthesiology consultants who were experts in MPVR simulation-based education were involved in testing the content validity, utilizing the V coefficient derived from Aiken’s formula, which takes into account the number of items, judges, and the rating system. 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 that received low V Aiken’s values from the experts (V Aikens’s ≤ 0.5), were excluded from the questionnaire because they were deemed incompatible with the virtual room environment. 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 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, indicating significant relationships between each item and section.
The result of the Kaiser-Meyer-Olkin test that measures the appropriateness of the sample had a result of 0.857, which is higher than the minimum acceptable value 0.50. Bartlett’s sphericity test was significant (χ2(66)=1193.762 p < 0.05). The results of these tests demonstrated that the analysis factor was appropriate ( 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 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.
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.22 However, its role in enhancing interpersonal collaboration skills still requires further study. 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. Due to the distinct backdrop of the virtual world, certain items were removed during the initial validation stages. For instance, the item “I am comfortable engaging in shared decision-making with clients” was eliminated because, in a VR setting, patient are standardized as NPC with specific scenarios. Consequently, shared decision-making is unfeasible, as are two other statements concerning patient and patient’s family interactions.
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.23 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.23–25
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 internal consistency validity, assessed using the Pearson correlation coefficient (PCC), demonstrated that all 21 items were significantly correlated with the overall scale, confirming their validity. Additionally, the reliability analysis using Cronbach’s alpha yielded a high internal consistency score (α = 0.959), indicating that the adapted ISVS is a robust tool for evaluating interprofessional collaboration outcomes in a VR setting.
The Kaiser-Meyer-Olkin (KMO) test (KMO = 0.857) and Bartlett’s sphericity test further confirmed the adequacy of the sample and the appropriateness of the factor analysis. These findings strengthen the evidence that the adapted ISVS can effectively measure interprofessional collaboration skills in multiplayer VR-based simulation environments.
However, this study has limitations. The relatively small sample size and its restriction to a single institution may limit the generalizability of the findings. Future studies should include larger and more diverse samples to enhance the reliability of the instrument. Additionally, further validation studies should explore the applicability of the adapted ISVS in different VR simulation scenarios and across various healthcare disciplines.
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.
The adapted ISVS-24 for Multiplayer VR simulation-based education demonstrates strong validity and reliability, making it a suitable tool for assessing socialization and value aspects of interprofessional collaboration. The questionnaire provides meaningful insights into participants’ collaborative experiences within immersive virtual environments. However, further research is recommended to explore its applicability across diverse healthcare education settings and larger sample sizes. Future studies could also investigate the long-term impact of MPVR-based learning on interprofessional teamwork and clinical practice.
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.14637073.26
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.14637073.26
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.14637073.26
Data are available under the terms of the Creative Commons Attribution 4.0 International license (CC-BY 4.0).
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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
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Partly
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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.
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