VR Provides an Ideal Tool for Kidney Care Education and Training

Posted by Todd Maddox & Tim Fitzpatrick on Aug 5, 2020 8:54:56 PM

Chronic kidney disease is an under-recognized public health risk, causing more deaths than breast cancer or prostate cancer. Kidney disease ranks as the ninth leading cause of death in America, and approximately 20% of dollars in traditional Medicare—$114 billion a year—are spent addressing kidney disease in Americans. One of the best ways to reduce the prevalence of kidney disease, and to slow its progression once the disease takes hold, is through high-quality education and training.

In this report, we address four specific aspects of kidney care that could be enhanced with high-quality education and training. These include high-quality education and training around:

Kidney Structure and Function: What it does, how it works and where it fits more broadly in the renal system.

Kidney Problems: The warning signs and nature of kidney disease, and ways to mitigate risk.

Kidney Treatment: Treatment options, including the pros and cons of in-clinic dialysis versus at-home dialysis.

Dialysis Machine Care, Maintenance, and Use: The care and maintenance of home dialysis machines and step-by-step knowledge of how to use the systems.

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Topics: Training, Communication, Learning, Neuroscience, Staff Training, Patient Education, Kidney Care, Education, Augmented Reality (AR), Virtual reality

Virtual Reality in Kidney Care Education and Training: Report

Posted by Todd Maddox & Tim Fitzpatrick on Jun 26, 2020 4:58:35 PM

Contents

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Topics: Communication, Learning, Neuroscience, Staff Training, Patient Education, Workforce, Kidney Care, Education, Augmented Reality, Augmented Reality (AR)

Why VR is a Learning Machine in Healthcare: Report

Posted by Todd Maddox & Tim Fitzpatrick on Jun 2, 2020 1:13:58 AM

Introduction

Many people view "learning" only in the contexts of education and training applications. This report focuses on the use of virtual reality to enhance learning across healthcare. We begin with a rigorous definition of the term “learning” and show that learning is broadly applicable in healthcare, going well beyond just education and training. Next, the neurobiology of learning is reviewed. Finally, three use cases in healthcare learning are outlined. In each case, we take a storytelling approach by introducing the reader to a hypothetical individual with a problem for which virtual reality can be of service. Finally, we end with closing remarks and areas for further discussion.

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Topics: Communication, Learning, Neuroscience, Addiction, Rehabilitation, Empathy, Education, Virtual reality, Wellness, Resilience

Why Virtual Reality is a Learning Machine in Healthcare

Posted by Todd Maddox & Tim Fitzpatrick on May 1, 2020 9:39:31 AM

Why Virtual Reality is a Learning Machine in Healthcare

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Topics: Training, Learning, Neuroscience, Education, Virtual reality

Welcoming Our Scientific Advisory Board

Posted by Tim Fitzpatrick on Mar 23, 2020 8:08:29 PM
Welcome

As we reimagine the future of healthcare and think about the role that we at IKONA will play in shaping that vision, we cannot stem the tide of possibility.  We are constantly filled with an overwhelming rush of excitement and determination ― that we possess the team and tools necessary to bring about that reality.

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Topics: Education, Community

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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