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REVIEW

The role of extended reality in optometry education: a narrative review

ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon
Received 29 Mar 2024, Accepted 05 Jun 2024, Published online: 30 Jun 2024

ABSTRACT

The evolution of digitally based pedagogies, such as extended reality (XR) – a group of simulated learning environments that include virtual simulation, virtual reality, and augmented reality – has prompted optometry educators to seek evidence to guide the implementation of these teaching and learning activities within their curricula. Looking more broadly across the medical and allied health fields, there is a wealth of evidence to guide the incorporation of XR, as it is increasingly being integrated into the curricula of other select health professions disciplines. Educators from these disciplines continue to explore and embed XR in practice. This narrative review summarises the findings and appraises the literature on the use of XR in optometry education. It identifies the learning domains in which XR has been implemented in optometry education and proposes areas for further investigation. The review questions the technology-focused approach that has driven the literature within the review and calls for richer pedagogical foundations with suggestions for future research agendas. As such, this narrative review provides optometry educators with new ways of understanding XR and its relationship with the curriculum.

Introduction

Preparing students to be future health practitioners equipped for the dynamics of professional practice is difficult in classroom activities that are tightly controlled and placements that can be uncertain.Citation1 Structured lesson plans in classrooms expose learners to expert knowledge and practices, though they can lack the intricacies needed to prepare learners for the complexities of professional work.Citation1 Placements within the workforce are intended to develop the ability of learners to apply theory to practice in authentic learning environments.Citation1 By their nature, placements are opportunistic, and aside from requiring considerable effort, resources and financial burden, they can negatively impact the learning journey.Citation2

Some learners report discrimination, feeling overwhelmed, feelings of being ignored by mentors and perceive that experiences on placement can be inequitable.Citation3–5 Extended reality (XR) is one method of simulation-based education that offers a bridge between the confines of the classroom and fluidity of placement, which can also provide learners opportunities for practice in clinically replicated environments that are supported by pedagogical frameworks and learning theories.Citation6

The integration of XR within Health Professional Education (HPE) represents a dynamic and evolving area of interest to educators and researchers. Recently, educational technology has become more accessible, leading to an increase in adoption and exploration of embedding this within the curriculum.Citation6 This surge in HPE implementing XR is largely attributed to the well-reported advantages that include: patient safety; the opportunity to learn in low-stakes environments; the use of standardised patient presentations; and the circumvention of traditional constraints, such as time and space.Citation7–9 Furthermore, from a financial perspective, XR presents a cost-effective alternative to traditional mannequin-based simulations.Citation10,Citation11

XR can incorporate competence indicators, peer review, prompts and self-reflection, as well as more effectively prepare learners for their professional lives than traditional placements.Citation6,Citation12 Add to this additional options for assessment, and individualised learning and exposure to diverse clinical experience, XR becomes an attractive prospect for HPE.Citation13,Citation14 However, the impact of these potential benefits is contingent upon considered design, technology choices and human resources.

Optometry education, like other HPE curricula, requires developing learners to be able to enact and sometimes react as clinical practice unfolds in unanticipated ways.Citation1 The curriculum is designed to support developing learners by placing them in an environment that exposes them to the routines and expectations of everyday clinical practice.Citation15 Traditionally, this has been structured around didactic lectures that impart foundational knowledge, reinforced through laboratory or practical-based learning activities and clinical placements.Citation11 Digital learning has been in optometry curricula from as early as 1976 and has seen accelerated growth due to the impact of remote learning during the pandemic.Citation16–18 It is only in recent years that the potential benefits that XR could bring to optometry education have been explored.

This narrative review examines the literature to elucidate the extent of the research conducted to explore XR in optometry education. Initially, the review discusses the definitions and taxonomy of XR and critically examines educational strategies guiding the adoption of XR in HPE. This forms the foundation for this narrative review before subsequently discussing 16 key studies and proposing strategies for the implementation of XR pedagogy within optometry education.

Elucidating the taxonomy of XR

Immersive technology emerged in the 1960s, since which there have been many diverse taxonomies.Citation19 XR is an umbrella term for environments that provide a sense of immersion and presence.Citation20–22

Virtual reality is set in a virtual environment where computerised technology creates a three-dimensional world that contains virtual elements such as person, event or object.Citation20,Citation22,Citation23

Virtual simulation is set in a virtual environment supported by a computer, tablet or phone screen and controlled by a person, for example web-based scenarios.Citation22,Citation23

Augmented reality is set in a physical environment with virtual elements overlayed using computerised technology and controlled by a person.Citation20,Citation22,Citation24

Physical Reality is set in a physical environment in real time physical reality.

As a group of optometry educators, digital learning practitioners and higher education researchers, the authors have adapted the spectrum of reality-virtuality continuum to visualise the definitions of XR applied in this review in .Citation24

Figure 1. Adaptation of the spectrum of reality-virtuality. The continuum of extended reality extends from the physical environment to the virtual environment.Citation24

Figure 1. Adaptation of the spectrum of reality-virtuality. The continuum of extended reality extends from the physical environment to the virtual environment.Citation24

Pedagogical approaches for XR in HPE

Research has identified the affordances of implementing XR as a form of simulation-based education, advocating for alignment with other pedagogical approaches, learning theories and theoretical frameworks.Citation25,Citation26 Several associations of health professions and researchers have developed standards for simulation to promote the evidence-based incorporation of XR pedagogies:

  • In nursing education, the International Nursing Association for Clinical Simulation and learning provides authoritative standards for best practice.Citation25,Citation26

  • Physiotherapy researchers conducted a literature review to inform the development of the Integrated Simulation and Technology Enhanced Learning framework. This framework outlines theoretical practices and perspectives to inform preparation, intervention and evaluation.Citation27

  • The Association for Medical Education in Europe has published a guide emphasising practical applications of simulation-based education.Citation28

  • In speech pathology education, authors have delineated processes and considerations essential to simulation-based education, which have been referred to in XR research.Citation29,Citation30

Notably, in optometry education research and practice there is an absence of such guidelines. This narrative review therefore draws on a framework that was designed to inform broader educational practice for simulation-based education in HPE.Citation31,Citation32 The widely used framework consists of six phases of simulation which will be referred to in this review: preparation, briefing, simulation activity, feedback and debriefing, reflecting, and evaluating.Citation31,Citation32 The preparation phase includes all the activities prior to briefing the learners such as defining the learning needs, consultation with stakeholders and other elements.Citation31 Briefing orientates learners to the learning activity.Citation15,Citation32

The simulation activity phase itself encompasses learning participating in the simulation.Citation32 The feedback and debriefing phase explores the experiences of learners and prompts reflection.Citation25,Citation31,Citation32 Reflection and feedback have their own phases but are recognised as occurring throughout the simulation. Evaluation involves summative or formative proformas for the attainment of learning outcomes.Citation25,Citation31,Citation32

These standards and frameworks inform the instructional design of XR, in combination with other pedagogical approaches such as experiential learning, deliberate practice and mastery learning.Citation33–38 While an in-depth discussion of these is beyond the scope of this narrative review, the following section provides insight with examples.

Experiential learning

Experiential learning conceptualises learning as a dynamic process; a process through which concepts are not simply acquired as knowledge, they are derived and internalised from the experience and continually reshaped from reflection on the experience.Citation36,Citation39 In HPE, this manifests as lifelong learning strategies, kinaesthetic activities, workplace learning, scaffolding, situated learning, service learning and cognitive apprenticeship.Citation36 These processes can capitalise on XR to expose the learner to authentic, situated clinical experiences that immerse the learner in realistic patient care.Citation36 Scenarios in XR provide the learner with exposure to complex experiences similar to that experienced in authentic health professional practice.Citation36

Deliberate practice

Deliberate practice provides learners with multiple opportunities to acquire a skill and aim for performing skills automatically.Citation40 It is best used when there are clear performance guidelines and specific scripting.Citation41 The process allows application, evaluation and feedback on particular competencies.Citation34 An extension of deliberate practice, Rapid Cycle Deliberate Practice, is particularly influential on reinforcing specific competencies within a timeframe.Citation41 XR offers an avenue for deliberate practice as learners have repeated opportunities for skill development and gain specific feedback.Citation42

Mastery learning

Mastery learning emphasises competency-based education that focuses on the performance of developing learners to a predetermined standard to be awarded mastery.Citation33 This requires clear objectives for sequenced development of skills and formative practice with feedback as part of the instructional design.Citation33 This has been implemented with learners using XR to develop specific competency skills such as central vein catheter injections.Citation35

The integration of these approaches in curricula, while vital, are not sufficient in isolation to lead to learning with XR.Citation43 Evidence-based practice requires the thoughtful and co-ordinated application of standards, frameworks, and learning theories to guide the use of XR in optometry education.

Grounding for the review in optometry education

In optometry education, there has been a notable escalation in the use of technology following the events of the global pandemic in 2020, which required closure of physical campuses and interruptions to face-face teaching.Citation44–46 In response to these challenges, optometry schools sought out innovative ways to use technology to provide remote, online or blended teaching methods.Citation45,Citation47 This shift not only supported the continuation of education, but opened avenues to improve and restructure optometric education.Citation45,Citation47 Furthermore, the profession adapted with an accelerated provision of adopting healthcare virtually, such as teleconferencing.Citation44

Simultaneously, there is an emerging body of research dedicated to the development of XR to diagnose and manage ocular conditions, increasing the relevance of XR to the future professional role of optometrists.Citation48 Despite growing professional and educational interest in XR in the optometry discipline, to our knowledge there has been no narrative review of the literature conducted to date. This observation underscores a significant gap in the current practice and scholarship of optometry education.

Aim

With the growing interest in XR and an anticipation of limited scholarly work on specific types of immersive experiences, this review aims to comprehensively describe and synthesise the literature regarding the role of XR in optometry education. This review addresses this aim by answering the following research questions:

  1. In which learning domains has XR been employed in optometry education?

  2. What are the pedagogical designs informing XR learning experiences educators provided?

  3. To what extent does XR influence learning in optometry education?

  4. How can findings from the literature inform future experimental and applied practice in optometry education?

Approach

This review focuses on the educational research in optometry education using XR. A narrative review was chosen to explore the literature broadly, describe the development of XR in optometry education and provoke thought rather than provide a systematic critical appraisal of the literature.Citation49,Citation50

Literature search

The literature search was completed following the principles outlined in the Scale for the Assessment of Narrative Review Articles.Citation50 After an initial exploratory literature search, specific criteria for the search were developed to identify publications focussing on the role of XR specifically in optometry education. The criteria for the review were: (1) research publishing primary data in a peer reviewed journal between January 1976 and December 2023; and (2) research in the context of optometry or optometry education.

Studies were excluded based on the following criteria: (1) studies presented at an academic conference (non-peer reviewed) or unpublished thesis; (2) a review, meta-analysis or systematic review; (3) studies on ophthalmology training in a postgraduate medical degree; (4) studies that did not mention the term virtual reality, virtual world, augmented reality, or virtual simulation with optometry education.

MEDLINE, ProQuest Central, Journal@OVID, Wiley, and Scopus were searched in December 2023. The following terms were used in the search of full text: ‘virtual reality-based education’, ‘virtual reality’, ‘virtual world’, ‘virtual simulation’, ‘optometry education’, ‘health professional education’, ‘optometry’ combined with ‘virtual reality-based education’, ‘virtual reality’, ‘virtual world’, ‘virtual simulation’, ‘virtual patient’ and ‘simulation-based education’.

The search was limited to publications from the year 1976 to include fundamental concepts of virtual reality-based education. The search was expanded to include recent papers that cited the original publications and back-tracking of references.Citation51 Publications were added if they enhanced conceptual understanding until theoretical saturation was reached.Citation52

Discussion

Study descriptions

A total of 32 papers identified from the search strategy with 16 excluded after reading the full text. The earliest study included was published in 2014. A summary of the research aims, methodology, outcomes and sample details for all 16 studies are provided in . In the studies that were included in the literature review, XR simulations were augmented reality, virtual reality, or virtual simulation.

Table 1. Summary of literature describing XR using in optometric training.

Learning domains (RQ1)

Training technical skills

As with learners from other HPE disciplines, optometry graduates are required to demonstrate the ability to perform clinical examinations efficiently and safely.Citation67 This narrative review found the following specific uses of XR for developing technical skills training of learners in optometry education.

Binocular vision assessment

An open access Strabismus SimulatorCitation68 by the American Academy of Ophthalmology was available at the time of this review. No studies that met the criteria for this review included technical skills training for binocular vision assessment.

Slit lamp examination technique

A study by Wei et al.,Citation53 reported on the design of an inhouse augmented reality prototype to train learners in optometry courses to use a slit lamp and recognise pathology. This employed an in-house developed slit lamp with view control interaction accompanied by forced feedback.Citation53 No further studies on slit lamp examination technique in optometry education were identified in this review.

Refraction technique

The Brien Holden Vision Institute (BHVI) virtual refractor has been using to train learners for over 20 years. Studies have investigated the use of this learning activity to improve accuracy and efficiency in refraction during patient encounters.Citation11,Citation18 This simulates a subjective refraction assessment using a phoropter on a random or pre-determined patient. It offers variations in clinical scenarios (age and refractive error type).Citation11 One study provided participants with multiple opportunities to use the virtual refractor as a clinical placement over a summer break for 4th and 5th year learners.Citation11 Another incorporated the virtual refractor into the learning activities within the curriculum for 1st year learners.Citation18

Retinoscopy

An open access retinoscopy simulatorCitation69 by the American Academy of Ophthalmology was available at the time of this review. No studies that met the criteria for this review included technical skills training for retinoscopy.

Binocular indirect ophthalmoscopy

Three studies explored the implementation of Eyesi® Indirect Ophthalmoscope virtual reality training equipment in the context of optometry education.Citation55,Citation58,Citation59 This technology is designed to train performing binocular indirect ophthalmoscopy (BIO) with the participant wearing a headset and viewing renderings of anatomical structures of the retina.Citation58 The training has four sequential modules integrated into the virtual reality training.Citation58 One study embedded this in the curriculum for 2nd year learners,Citation55 another implemented the Eyesi® Indirect Ophthalmoscope virtual reality training to introduce BIO training earlier in the curriculum with 1st year learners.Citation58 The third study took a quasi-experimental approach and recruited participants that were 1st year learners and qualified optometrists to evaluate the equivalence of physical reality to virtual reality training.Citation59

Direct ophthalmology

The Eyesi® Direct Ophthalmoscopy training technology has been investigatedCitation70 and an in-house virtual reality technologyCitation71 was also reported in an evaluation study in medical education to train direct ophthalmoscopy skills. No studies identified in this review incorporated direct ophthalmoscopy training with XR in optometry education.

Training non-technical skills

Optometry graduates are also required to be competent in non-technical skills.Citation15 The non-technical skills are mentioned in several of the studies in this narrative review. For example, one study used virtual simulation with 2nd year learners to develop self-evaluation skills.Citation56 Another implemented virtual simulation with 2nd year learners to train reflective skills.Citation63 Several studies focus on the development of the aspects of clinical reasoning in virtual simulation through practicing clinical tasks such as taking a patient history, test selection, data interpretation and arriving at a diagnosis.Citation16,Citation17

Non-technical skill development were a focus of one study with 1st year learners using virtual simulation embedded into the curriculum that aimed to develop clinical reasoning, patient-centred care, evidence-based practice and communication skills.Citation60 Another international study with 2nd to 5th year learners extended on this and evaluated the development of diagnostic reasoning skills.Citation60

Three dimensional replications of ocular anatomy have been developed to support clinical knowledge development in optometry education.Citation72 A case study discussed the creation of a virtual simulation game that replicates the appearance of pupillary reflex to demonstrate the effects of disease on anatomy and optics of the eye.Citation57 Another case study reports on the development of a model to use in teaching retinoscopy theory to learners.Citation54 These approaches both involve the use of three-dimensional virtual simulation for visualisation, enabling learners to conceptualise knowledge for difficult points of comprehension that cannot be modelled clinically.

Alternatively, discipline-specific knowledge training was referred to by two studies incorporating XR technology designed to train technical skills. One study referred to training discipline-specific knowledge using the Eyesi® Indirect OphthalmoscopeCitation59 while another referred to improving self-perceived knowledge using the BHVI virtual refractor.Citation18

In HPE, one of the purposes of simulation-based education is to increase exposure to clinical experiences.Citation6 It has been used as a resource to prepare learners for clinical environments.Citation46 Virtual simulation has also been discussed as being a way to prepare 1st year learners to understand the scope of practice in optometry by exposing them earlier to clinical settings.Citation60 One study expanded on these findings to introduce virtual simulated international placements in optometry education and allowed for an exposure to international clinical practice for learners.Citation61

Pedagogical design (RQ2)

Intervention characteristics

The technological attributes of XR used in these studies are summarised in . Augmented reality was used in a study involving training skills with a slit lamp prototype.Citation71 The remaining studies, by our definitions, either used virtual simulation (n = 8) or virtual reality (n = 6). Videoconferencing software was used in most of the virtual simulation studies. Over half of the studies described the interactions of participants with XR as two-way, such as automatic computerised responses to the inputs of learners.

Table 2. Technology attributes.

Most learners were able to represent themselves through interaction with a screen-based input such as a computer mouse. Others required embodied representation of the learners as they performed tasks representing ‘self’ wearing virtual reality headsets, motor or sensory inputs. Notably, displays a greater number of studies than the 16 that met the inclusion criteria as some studies addressed multiple criteria.Citation60,Citation61,Citation65 Those implementing XR for technical skills development included commercialised products apart from one study that incorporated an in-house AR solution.

Learning theory

A summary of pedagogical attributes of these studies can be found in . Five of the studies referred to learning theories in describing the XR intervention, and three provided explanatory detail on how they were incorporated into the XR.Citation60,Citation61,Citation65 One study by Isikguner et al. referred to learning with technology for educational games as experiential learning.Citation57 The theoretical framework of that study was based on self-determination theory, a theory of intrinsic motivation based on the concepts of competence/mastery, autonomy and relatedness/belonging.Citation57 In another study, scaffolding of experiential learning was discussed.Citation60 A different study referred to deliberate practice for training practical skills using the Eyesi® binocular indirect ophthalmoscope.Citation58

Table 3. Pedagogical attributes summary.

Furthermore, a separate investigation focused on deliberate practice and uncovered the affordances of the cognitive apprenticeship model.Citation61 More recent work addresses the accessibility and inclusiveness of learning experiences drawing on the principles of Universal Design for Learning when considering how to incorporate virtual simulation.Citation65 Most studies incorporated XR as a mode for active learning within the curriculum (see ).

Pedagogical approaches

In the reviewed literature, most studies implemented XR to refine technical skills for learners to use asynchronously, without the support of a pedagogical approach (see ). A number of studies noted that due to the lack of resources on implementing XR in optometry education, it was challenging to introduce these learning activities into their curriculum in an evidence-based manner.Citation16,Citation60 While there is no optometry-specific evidence, some studies drew on evidence from the wider HPE literature for implementing XR into the curriculum and using this four studies implemented the six phases of simulation (see ).Citation61,Citation61,Citation63,Citation65 One of these studies used XR for summative assessment within the curriculum.Citation60

The influence of XR on learning (RQ3)

The methodology and metrics used to evaluate the influence of XR on learning varied across studies. For example, learning outcomes were specifically referred to in fewer than half of the articles included in this literature review ().

Influence on training technical skills in optometry education

The influence on training technical skills with XR was evaluated by the performance of learners. Wei et al.Citation53 evaluated the satisfaction of learners to measure the acceptability and feasibility of using augmented reality in optometry education to train slit-lamp examination skills as well as the performance of learners using this prototype. Other studies compared the performance of learners on competency-based assessments after exposure to XR.

Two studies compared the influence of training refraction with the BHVI virtual refractor on the accuracy and efficiency of the performance of learners completing subjective refraction on patients in different cohorts.Citation11,Citation18 However, a challenge in drawing conclusions from this work is that each study defined accuracy differently; one study determined accuracy using the competency standards defined by a tolerance set by the Optometry Council of Australian and New Zealand and compared the absolute difference between the subjective refraction results of learners and qualified optometrist,Citation11,Citation18 whereas the other study determined accuracy of the performance of learners using the absolute difference to a qualified optometrist and autorefraction results.Citation11,Citation18

Competency-based assessments were applied again in three studies that evaluated the influence of the Eyesi® Indirect Ophthalmoscope on developing the technical skills of learners. Two of these studies specifically compared the average scores of the performance of previous cohorts on competency-based assessments to that of a cohort that had learnt using XR.Citation55,Citation58 The studies were performed at different institutions, with variations in their methodology; one study reported missing data and the results of these two studies conflicted, with one demonstrating no difference in performance of learners, whereas the other demonstrated a positive impact on performance of learners.

The third study compared competency-based assessment results from one cohort of learners to qualified optometrists for peer–peer or virtual reality training to quantify how many hours of deliberate practice are required to improve technical skills performing binocular indirect ophthalmoscopy.Citation59

The wide variation of methods applied to evaluate the influence of XR on training technical skills makes it difficult to draw comparisons. With conflicting findings and methodology, further investigations are needed to inform evidence-based teaching and learning in optometry education.

Influence on training non-technical skills in optometry education

In seminal literature on XR in optometry education, non-technical skills are partially investigated.Citation16,Citation17 For example, one study incorporated virtual simulation to improve the clinical reasoning and communication skills of learners without specifically assessing these outcomes.Citation63 Another evaluated the influence of virtual simulation in training clinical reasoning by measuring self-perceived knowledge and academic ability finding that virtual simulation would not lead to improved self-assessment skills.Citation56 Doron et al. measured the influence of a virtual simulation learning activity on the development of reflective abilities of learners using the Groningen Reflection Ability Scale.Citation63 This showed a significant increase in reflective abilities of learners, however one limitation was the survey not being survey validated for the changes made to it for the study.

The influence of XR in optometry education on clinical reasoning, patient-centred care, evidence-based practice, communication and knowledge development was reported by a study showing that learners self-perceived improved development of these skills through virtual simulation.Citation60 A later study reported the perceptions of learners and educators of virtual simulation to develop of these skills using focus groups and the self-perceived improvement in diagnostic reasoning ability of learners post virtual simulation using the Diagnostic Thinking Inventory for Optometry.Citation61,Citation62 Further phenomenological exploration provided insight to how virtual simulation could create inclusive learning environments using learner and educator perceptions as well as results from a Systems Usability Scale.Citation65,Citation66

Future scope for XR in optometry education (RQ4)

The increased rate of publications relating to XR in optometry education between 2014 and 2023 is mirrored in other HPE disciplines.Citation13,Citation73 In addition, as more learners begin to use XR outside the classroom and XR becomes more financially accessible, there may also be a further increase in the willingness of optometry educators to incorporate it into the curriculum.Citation73 This narrative review reveals a need to progress the discussion in optometry education to align the implementation and incorporation of XR in the curriculum. Thus, with optometry educators calling for research to guide this change in practice, there is work to be done.Citation16,Citation60

In application

This review uncovered studies reporting on new ways of learning in optometry education and now the time has come to evaluate these to support the design of learning activities.Citation74 To promote better learning environments, educators need to address the persistent gaps in understanding how XR influences learning in optometry education. For instance, studies implementing XR for deliberate practice may have also benefitted from phases of simulation such as debriefing or feedback. While deliberate practice can give learners the opportunity to hone skills in simulation without the consistent feedback and debriefing their development can be stunted and lead to reinforced errors.Citation34 This may account for overconfidence described in training technical skills and subsequently positively impact the learning process.

The studies in this review mostly focused on the affordances of the educational technology. In optometry, technological innovations have transformed professional practice with validation and reliability studies to enhance evidence-based practice. As a result, implementation of XR in the curriculum has primarily adopted a technology-focused approach. However, educators must be aware that focusing on the capability of the technology, rather than the learning process, may impede the attainment of learning outcomes and sustainable impacts on learning.Citation75,Citation76 This brings to light a long-standing contention with educational technology.Citation77,Citation78

This review suggests that a subtle shift from a technology-focused approach towards a broader consideration of the pedagogy for designing, delivering and evaluating learning will have most value for learners. The following recommendations based on this narrative review in call for changes in experimental and applied practice in optometry education to align with a more rigorous approach of teaching and learning. In doing so, optometry educators could add to the affordances that have been found in other HPE disciplines that incorporate XR into their curriculums.

Table 4. Recommendations for design elements when developing XR for optometry education.

Many of the studies in this review focus on competency and/or use competency-based assessments to measure the outcomes of using XR. XR can also train learners to respond to dynamic environments in the workplace and provide evidence-based practice solutions grounded in patient-centred care.Citation83,Citation84 By recognising the holistic role of XR in preparing future health professionals for complex tasks and dynamic contexts requiring agility, rather than solely for predefined acts in a linear fashion with outcome-based performances, educators can better prepare students for entry to the profession.Citation83,Citation84 Such a shift can expand the role of XR into an integral part of the optometry curriculum, rather than an adjunct technology, used to replace experiential learning activities.Citation1

This work has commenced in optometry education in research that focused on developing non-technical skills, where XR drew out the learning journey, allowing learners to develop new knowledge through experience.Citation60,Citation61 These experiences were also accessible due to the design of XR and underlying pedagogy.Citation60,Citation61,Citation65 Subsequent research could embed pedagogical approaches and extend on this to guide optometry educators with evidence for implementing XR into the curricula.

The technology to support implementing XR in optometry education is not lacking. Although the affordances experienced by other HPE have been underexplored in optometry education, XR might offer novel advantages not yet identified. For example, many clinical tasks during practical laboratories or placements in optometry education do not incorporate shared modelling that can be achieved with XR.

Limitations

The discussion in this narrative review is limited to studies published in English and to the context of optometry. This narrative review focused on educational research, studies that were undertaken in the training of ophthalmology were not included, though professionally optometry and ophthalmology share some skills, they exhibit distinct differences in the educational training.

Conclusion

The research on XR in optometry education is expanding. Current research is technology focused, mostly concerned with the description of the technology rather than the underlying pedagogical affordances XR offers the curriculum. In optometry education, there is limited understanding on how XR can be best used in teaching and learning practice and a need to evaluate technologies as well as developing evidence-based approaches to be maximally effective.

Future research should report on the adoption of learning theory and frameworks to provide more comprehensive research that will guide the future use of XR in optometry education. Optometric educators could look to the literature that speaks to virtual simulation more broadly in higher education; however, there may be something that optometry could uniquely offer to the conversation to opening the conceptual basis of XR and exploring it further in a different context – optometry education.

Acknowledgements

The authors would like to acknowledge Mr. Joseph Afonne for their insights in developing this narrative review.

Disclosure statement

No potential conflict of interest was reported by the author(s).

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