Highly commended
Enhancing Blood Donation Training Through Virtual Reality
Summary of work
To address the growing demand for trained phlebotomy professionals, New York Blood Center(NYBC) reimagined clinical training through an immersive Virtual Reality learning experience. Traditional training models rely on physical classrooms, limited equipment, commuting, and practicing procedures on real patients—making education costly, inflexible, and difficult to scale.
In collaboration with NYBC, 3DforScience developed a gamified VR training application that allows students to practice venipuncture protocols anytime and anywhere within a realistic and immersive simulation. Through this environment, learners can rehearse procedures, explore complex scenarios, and repeat techniques safely until mastery—building confidence and competence before performing procedures on real patients.
What makes this project unique is that Virtual Reality is not simply an added technological layer, but the core medium of learning. By combining clinical accuracy, immersive design and game mechanics, the experience enables embodied learning, where knowledge is acquired through practice rather than passive instruction.
The result is a scalable and patient-safe training model that reduces costs, minimizes the need for physical facilities and equipment, and standardizes education across locations. By transforming how critical clinical skills are taught, New York Blood Center and 3DforScience demonstrate how immersive technology can advance healthcare education and improve the preparation of future healthcare professionals.
Judges’ comments
The judges could see so much potential in the ‘Enhancing Blood Donation Training Through Virtual Reality’ entry for a wider use beyond blood donation training. It had a very important point to deliver on, broadening the opportunity for training beyond in person. It was interesting to see that VR had serious, meaningful implications within the training area. The judges could see how it had made a difference.

