This study explored the use of virtual reality (VR) in disaster preparedness education, focusing on VR scenarios, disaster types, and user interactivity to identify gaps in existing research. A scoping review methodology, based on the Arksey and O'Malley framework and Preferred Reporting Items for Systematic Reviews and Meta-Analyses-Scoping Reviews (PRISMA-ScR) guidelines, was used, and the protocols were registered in the UMIN Clinical Trials Registry (UMIN000052800). The review included PubMed, CINAHL, the Cochrane Central Register of Controlled Trials in the Cochrane Library, and Ichushi-Web of the Japan Medical Abstract Society, with data up to January 31, 2024. Studies on disaster preparedness and mitigation education using VR were included, without restrictions on study design, country, or language. We excluded studies utilizing non-immersive VR, as well as non-academic letters to the editor, editorials, commentaries, review articles, conference abstracts, and non-academic manuscripts. In the first screening phase, 2 researchers independently reviewed the titles and abstracts of 516 articles and conducted the screening. A total of 17 articles were selected. In cases where there were differing opinions on inclusion or exclusion, the two researchers discussed the matter together. In the second screening phase, the 17 selected articles underwent full-text screening. Three articles were excluded because their outcomes did not align with our research. Eight articles were excluded based on our predefined criteria, which included commentaries, editorials, and review articles. Ultimately, six articles were included in the meta-analysis. Of these, three studies were from East Asia, one from Australia, one from North America, and one from an unspecified region. Disaster types included chemical, radiation, explosion, fire, and earthquake events. The VR training scenarios covered evacuation, first aid, patient transport, triage, decontamination, and other skills. Five of the studies emphasized user interactivity and were primarily aimed at professionals such as medical staff and nursing students. Current VR disaster response training primarily targets professionals, demonstrating its effectiveness and importance; however, there is a lack of studies focusing on training for the general public, especially in the least developed countries. Extending VR-based training programs to the general public is critical to improving countries' disaster response capabilities.
Keywords: disaster; education; learning; mass casualty incidents; virtual reality.
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