The Promise of Virtual Reality in Healthcare:  Part Three

Posted by Todd Maddox & Tim Fitzpatrick on Oct 31, 2019 3:50:48 PM
VR Applications for the Senior Care Workforce

By 2030, 25% of Americans will be 65 or older by 2030 (U.S. Census). Approximately 90% of baby boomers aim to age-in-place, but these numbers drop when physical and mental deterioration sets in. In a recent LeadingAge survey, 40% of baby boomers said they wanted to live somewhere other than the place they currently call home if they had a physical disability impacting their day-to-day lives, and 70% want to be in a staffed senior care facility if they have dementia and need help with daily activities. These statistics suggest a growing need for senior care professionals, with the direct care workforce expected to grow from 4.4 million to 5.8 million--an increase of 30%-- from 2016 to 2026. This places a heavy burden on staffed senior care facilities to recruit, onboard and train direct care workers to meet the complex needs of seniors.

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Topics: Senior Care, Onboarding, Training, Staff Training, Recruiting, Workforce

Why VR Enhances Home Health Simulation Training

Posted by Todd Maddox & Tim Fitzpatrick on Oct 20, 2019 5:44:15 PM
Why Virtual Reality Enhances Home Health Care Simulation Training – A Neuroscience Perspective

The need for high-quality home health care is growing. Whether for a family whose child has special needs, for a patient in need of intensive rehabilitation, or for a senior struggling to age-in-place safely, having highly trained personal health aides will be critical to home health care’s ability to meet ever-increasing demand challenges over the long term.

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Topics: Senior Care, Staff Training, Home care, Workforce

The Promise of Virtual Reality in Healthcare: Part Two

Posted by Todd Maddox & Tim Fitzpatrick on Oct 10, 2019 11:51:31 AM
VR Applications in Patient Education and Healthcare Professional Training

The goal of all hospital administrators and medical personnel is to provide the highest quality of care that results in the best possible health outcomes for their patients. Increasingly, this drive for value also means improving a now-measurable patient experience.  Ensuring healthcare providers are highly-trained and competent in all critical aspects of their given domains will surely increase qualitative measures of patient satisfaction, but this is only one part of the equation. Crucially, experience itself centers around a patient’s understanding and familiarization with the upcoming medical treatments and procedures.

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Topics: Training, Satisfaction, Staff Training, Stress, Patient Education, Kidney Care

The Promise of Virtual Reality in Healthcare: Part One

Posted by Todd Maddox & Tim Fitzpatrick on Sep 25, 2019 8:27:27 PM
The Neuroscience and Four Use Cases

For the past few years, we have been watching, and working to facilitate, the evolution of virtual reality (VR) in healthcare. We even built a Learning Hub on the IKONA Health website where we collect and curate peer-reviewed basic science research. In that time, we have witnessed the expansion of VR across healthcare as the number of use cases and success stories seemingly grow by the month, day, and experience.

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Topics: Training, Learning, Neuroscience, Staff Training, Stress, Patient Education, Empathy

VR & Empathy Building in Senior Care

Posted by Todd Maddox & Tim Fitzpatrick on Aug 26, 2019 2:54:44 PM
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Topics: Senior Care, Communication, Staff Training, Workforce, Empathy

Ready for what's next?

Now you will be.

At the end of the day, your healthcare journey begins and ends with you. Using virtual reality to improve education and training in healthcare has limitless potential to impact the lives of everyone you meet along the way.

Remember, evidence shows VR:

  • Improves satisfaction
  • Decreases anxiety
  • Improves learning
  • Improves retention
  • Increases actionable empathy
  • Outperforms classroom-based learning
  • Is the medium preferred by learners

The benefits of VR have never been more accessible.

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