| Literature DB >> 20813717 |
Johan Creutzfeldt1, Leif Hedman, Christopher Medin, Wm LeRoy Heinrichs, Li Felländer-Tsai.
Abstract
BACKGROUND: Contemporary learning technologies, such as massively multiplayer virtual worlds (MMVW), create new means for teaching and training. However, knowledge about the effectiveness of such training is incomplete, and there are no data regarding how students experience it. Cardiopulmonary resuscitation (CPR) is a field within medicine in high demand for new and effective training modalities.Entities:
Mesh:
Year: 2010 PMID: 20813717 PMCID: PMC2956337 DOI: 10.2196/jmir.1426
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Design of the study in a test-retest manner
Figure 2Screenshot from scenario inside classroom
Demographics
| Total (n = 12) | Male (n = 6) | Female (n = 6) | |
| Age, mean (SD) | 22.6 (3.5) | 23.2 (4.8) | 22.0 (1.7) |
| Number with access to computer at home | 12 | 6 | 6 |
| Level of computer experience (0 to 3)a median (range) | 2 (1-2) | 2 (1-2) | 2 (1-2) |
| Computer and video game use (0 to 5)b median (range) | 1 (0-4) | 3 (0-4) | 1 (0-2) |
a Level of computer experience was graded on a 0 to 3 Likert-type scale where 0 = none and 3 = very high.
b The use of computer and video games was graded on a 0 to 5 Likert-type scale where 0 = none, 1 = less than once a month, 2 = once every second week, 3 = once a week, 4 = several times every week, and 5 = every day.
Subjects’ scoring on realism, ease of use and usefulness in future work
| Questiona | Female | Male |
| Did you find the simulations realistic?b,d | 3.92 (0.29) | 3.04 (0.75) |
| Did you find the computer program easy to use?b | 3.88 (0.74) | 4.17 (0.58) |
| How useful do you think these exercises would be for learning to react to a medical emergency?c | 4.50 (0.55) | 4.17 (0.41) |
| How useful do you think these simulation exercises would be for learning to work together as members of a health care team?c | 4.67 (0.52) | 4.00 (0.63) |
a Scoring performed on 1 to 5 grade Likert-type scale where 1 = not at all and 5 = very much.
b Question asked after both sessions. Mean values are combined scores for both sessions. No significant changes were found over time
c Question asked only after session 2. See text for details.
d Difference between males and females statistically significant (P < .05, t 22 = 3.76).
The subjects’ answers to the question pertaining to strengths and weaknesses of the simulated scenarios.
| Answer Categories | Number of Statements in Category | |
| Suitable and realistic environment | 14 | |
| Good way to repeatedly practice | 9 | |
| Necessary to adapt to changing circumstances | 7 | |
| Easy and straightforward | 4 | |
| Training teamwork aspects | 2 | |
| Learning about own reactions | 1 | |
| Tasks too easy, more options wanted | 23 | |
| Lack of realism and environment not rich enough | 9 | |
| Technical problems | 2 | |
Figure 3Self-efficacy in the study group
Figure 4Scatter plot depicting the individual score for concentration at each scenario