Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.
Mehmet Emin Aksoy, Arun Ekin Özkan, Dilek Kitapcioglu, Tuba Usseli
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引用次数: 0
Abstract
Background: Simulation-based Advanced Cardiac Life Support (ACLS) or Advanced Life Support (ALS) training for health care professionals is important worldwide for saving lives. Virtual reality (VR)-based serious gaming can be an alternative modality to be used as a part of simulation-based ALS training.
Objective: The aim of this study is to investigate whether a VR-based ALS serious game module can replace classroom-based ALS lectures, the latter being part of existing conventional ALS training protocols in addition to skills training.
Methods: Participants were students from Acibadem Mehmet Ali Aydinlar University's Vocational School for Anesthesiology (N=29) randomly divided into 2 groups with 15 (conventional training group) and 14 (VR-based training group) participants each. Participants in the conventional training group had to complete the pretest consisting of multiple-choice questions at the beginning of the study. Afterward, they took part in an interactive classroom-based ALS lecture. The next step involved skills training with task trainers to teach them compression skills. Following this, the conventional training group was divided into Code Blue teams, each consisting of 5 participants for the simulation session. Two independent instructors evaluated video recordings in terms of technical and nontechnical skills. The score acquired from the manikin-based simulation session was considered the main performance indicator in this study to measure the learning outcome. A similar workflow was used for the VR-based training group, but this group was trained with the VR-based ALS serious game module instead of the theoretical lecture. The final stage of the study involved completing the posttest consisting of multiple-choice questions. A preference survey was conducted among the study participants. Mann-Whitney U and Wilcoxon signed-rank tests were used to analyze the 2 groups' performances in this study.
Results: The improvement in posttest results compared with pretest results was significant in the conventional training group (P=.002). Hands-on technical scores of the conventional training group were higher than those of the VR-based training group during manikin-based simulation, but total scores, including those for technical and crisis resource management skills, acquired from the manikin-based simulation session did not reveal any significant difference between the 2 groups. The results of the VR preference survey revealed that the majority of the participants prefer VR-based serious game-based training instead of classroom lectures.
Conclusions: Although hands-on technical scores of the conventional training group during the manikin-based simulation session were higher than those of the VR-based training group, both groups' total performance scores, including those for technical and crisis resource management skills, did not differ significantly. The preference survey reveals that the majority of the participants would prefer a VR-based ALS serious gaming module instead of lecture-based training. Further studies are required to reveal the learning outcome of VR-based ALS serious gaming.
背景:针对医疗保健专业人员的基于模拟的高级心脏生命支持(ACLS)或高级生命支持(ALS)培训在世界范围内对拯救生命非常重要。基于虚拟现实(VR)的严肃游戏可以作为一种替代模式,作为基于模拟的ALS训练的一部分。目的:本研究的目的是调查基于VR的ALS严肃游戏模块是否可以取代基于课堂的ALS讲座,后者是现有传统ALS培训协议的一部分,此外还有技能培训。方法:参与者为Acibadem Mehmet Ali Aydinlar大学麻醉职业学院的学生(N=29),随机分为2组,每组15人(常规训练组)和14人(基于VR的训练组)。传统训练组的参与者必须在研究开始时完成由多项选择题组成的预测试。之后,他们参加了一个基于互动课堂的ALS讲座。下一步是与任务培训师一起进行技能培训,教他们压缩技能。随后,常规训练小组被分为“蓝色代码”小组,每个小组由5名模拟课程参与者组成。两名独立教员从技术和非技术技能方面对录像进行了评估。在本研究中,从基于人体模型的模拟会话中获得的分数被认为是衡量学习结果的主要绩效指标。基于VR的训练组使用了类似的工作流程,但该组使用基于VR的ALS严肃游戏模块而不是理论讲座进行训练。研究的最后阶段包括完成由多项选择题组成的后测。对研究参与者进行了偏好调查。Mann-Whitney U和Wilcoxon符号秩检验用于分析两组在本研究中的表现。结果:常规训练组的后测结果与前测结果相比有显著改善(P=0.002)。在基于人体模型的模拟中,常规训练组手操作技术得分高于基于VR的训练组,但包括技术和危机资源管理技能在内的总分,从基于人体模型的模拟会话中获得的数据没有显示出两组之间的任何显著差异。VR偏好调查结果显示,大多数参与者更喜欢基于VR的严肃游戏培训,而不是课堂讲座。结论:尽管传统训练组在基于人体模型的模拟课程中的动手技术得分高于基于虚拟现实的训练组,但两组的总体表现得分,包括技术和危机资源管理技能的得分,没有显著差异。偏好调查显示,大多数参与者更喜欢基于VR的ALS严肃游戏模块,而不是基于讲座的培训。需要进一步的研究来揭示基于VR的ALS严肃游戏的学习结果。试验注册:ClinicalTrials.gov NCT05798910;https://clinicaltrials.gov/study/NCT05798910.
期刊介绍:
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.