7
participants’ VR experience (Addition to: χ2(2) =2.751,
p =0.253 Instead of: χ2(2) =0.977, p =0.614). Because
of this result, the mine rescue and VR experience variables
were not included in any further analysis.
Results also suggest that mine rescue team members
are generally interested in VR. The Chi-square test of inde-
pendence revealed that the responses were significantly dif-
ferent than chance (χ2(2) =97.133, p =0.001). As shown
in Figure 1, most of the of participants reported that they
were interested in VR (77%) compared to only 13% say-
ing “maybe” and 9.7% saying “no.” These strongly positive
responses also support the idea that VR training for mine
rescue is both acceptable and appropriate.
Digging deeper into preferences, the data suggests that
mine rescue team member participants prefer to use VR in
addition to traditional training. The marginal homogene-
ity test indicated a significant difference in individual par-
ticipant’s responses to each implementation strategy (MH
=6.00, p 0.0001). As shown in Table 3, 39.2% of partici-
pants preferred implementing VR in addition to traditional
training compared to implementing it instead of traditional
training.
The positive quantitative data was supported by com-
ments from the team members. For example, they stated
that VR was quicker and more accessible because it did
not require as much physical exertion and allowed partici-
pants to focus on their analytical skills. Many interviewees
also stated that they really liked the idea that VR training
could simulate dangerous situations while being “hazard
free.” Lastly, participants discussed how they liked that the
“virtual rescue simulation provides actual experience.” The
respondents that were not interested in participating in a
VR contest, especially instead of traditional training, cited
concerns about how it would be implemented and how it
might replace traditional contests. One team member said
that “community is a huge part of mine rescue,” presum-
ably concerned about not getting to travel and meet up
with other teams if they switched to VR contests. Others
were concerned that VR did not incorporate “the physical
challenge” of mine rescue.
Overall, the quantitative and qualitative data sug-
gests that mine rescue team members were excited about
and interested in the scenario-based training offered
by VR-MRT. As a whole, they would prefer to see it as
a supplement. Importantly, these findings also add to the
very positive fidelity, usability, and acceptability previously
reported [1]. They also suggest that the platform would fit
well into existing curricula, and the mine rescue commu-
nity accepts it.
Implementation Barriers and Facilitators
Diving deeper into stakeholders’ perspectives, the semi-
structured interviews helped researchers identify many of
the barriers and facilitators of implementing VR training
using the CFIR 2.0 Framework. Researchers found all five
CFIR domains and 26 of the 45 constructs to be relevant,
and the thematic coding resulted in 37 unique barriers/
facilitators. The following sections describe the results by
domain (See Table 1).
Innovation: Is this intervention superior to status quo?
Overall, there was excitement from the participants of all
types (e.g., mine rescue, organizational) and levels (e.g.,
high-level leaders, mid-level leaders, deliverers, team mem-
bers) about the Source, Relative Advantage, Trialability, and
Adaptability of VR-MRT. Most of the feedback was positive
in support of the innovation. However, participants also
brought up barriers related to the Adaptability, Complexity,
and Cost. Table 4 lists the identified constructs and themes
from the data with paraphrased examples and actions that
researchers have already taken or plan to take to support the
facilitators and mitigate the barriers.
As evidenced by previous publications and recog-
nized by the interview participants, a sense of trust and
Table 3. Crosstab of Responses by Implementation Strategy
In Addition to
No Maybe Yes
Instead of No 9.3% 0% 30.8%
Maybe 0.9% 12.1% 8.4%
Yes 0 1.9% 36.4%
N =107
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Yes Maybe No
Figure 1. Graph depicting the percentage of mine rescue
team member respondents that would be interested in VR
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