背景:虚拟现实(VR)模块通常用于医疗保健培训,例如成人高级心脏生命支持(ACLS),由于沉浸和参与。隐喻与当前的VR严肃游戏不同,它实现了共享的社交联系,而当前的VR模块专注于基于计算机的内容,而没有社交互动。隐喻中的教育者可以在培训期间促进沟通和合作。
目的:本研究旨在比较基于VR的学习成果,教育者指导的机器指导培训,隐喻环境中基于VR的训练。
方法:将来自AcibademMehmetAliAydinlar大学麻醉学职业学校的62名志愿学生随机分为2组,每组31名参与者:一组接受基于VR的机器指导(MG)培训,另一个人接受了基于VR的培训,并在隐喻中接受了教育者指导(EG)。两个小组的成员都对ACLS进行了基于VR的基础培训。之后,MG组接受了基于VR的高级培训模块的培训,提供完整的MG培训,而EG小组参加了基于VR的,教育者指导的隐喻训练。研究的主要结果由基于VR的训练模块的考试成绩确定。描述性统计定义了连续变量,如VR考试成绩和花费在机器或教育者指导培训上的时间。训练时间与VR考试成绩的相关性采用Spearman等级相关性进行评估,使用Mann-WhitneyU检验比较非正态分布变量。统计学显著性设定为P<.05,分析由MedCalc统计软件(版本12.7.7)执行。
结果:比较MG和EG组之间的VR测试分数没有统计学上的显着差异。EG组的VR测试得分中位数为86(范围11-100)。相比之下,MG组的评分中位数为66分(范围13-100;P=.08).关于机器指导或教育者指导培训的持续时间与基于VR的考试成绩之间的相关性,对于MG集团来说,=0.569和P=0.005。对于EG组,发现这种相关性为=0.298和P=.10。虽然这种相关性对于MG组具有统计学意义,对于EG组来说并不显著。事后电源分析(80%),考虑到培训时间和考试成绩之间的相关性,支持这一发现。
结论:这项研究的结果表明,带有MG的基于VR的严肃游戏模块可以为成人ACLS训练提供与EG的隐喻中的VR训练相当的学习结果。具有更大样本量的未来研究可以探索在反常环境中与教育工作者的社交互动是否为学习者带来了额外的好处。
背景:ClinicalTrials.govNCT06288087;https://clinicaltrials.gov/study/NCT06288087。
BACKGROUND: Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.
OBJECTIVE: This study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment.
METHODS: A total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P<.05, with analyses executed by MedCalc Statistical Software (version 12.7.7).
RESULTS: Comparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding.
CONCLUSIONS: The results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners.
BACKGROUND: ClinicalTrials.gov NCT06288087; https://clinicaltrials.gov/study/NCT06288087.