| Literature DB >> 27986645 |
Johan Creutzfeldt1,2, Leif Hedman1,3, Li Felländer-Tsai1,2.
Abstract
BACKGROUND: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine.Entities:
Keywords: avatars; cardiopulmonary resuscitation; educational technology; experiences; medical students; multiplayer virtual worlds; patient simulation; virtual learning environments
Year: 2016 PMID: 27986645 PMCID: PMC5203677 DOI: 10.2196/games.6448
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Interior of the multiplayer virtual world classroom, with a student (trainee) taking care of a victim as a paramedic arrives.
Background demographics of the subjects.
| Characteristic | Total (N=12) | Male (n=6) | Female (n=6) |
| Age, mean (standard deviation) | 22.7 (2.6) | 23.3 (3.6) | 22.2 (1.2) |
| Number with access to computer at home | 12 | 6 | 6 |
| Level of computer experiencea, median (range) | 2 (1-3) | 2 (2-3) | 2 (1-2) |
| Videogame and computer game useb, median (range) | 1 (0-3) | 2 (1-3) | 0.5 (0-1) |
aLevel of computer experience was graded on a 0-to-3 Likert-type scale (0=none, 1=beginner, 2=experienced, and 3=very high or expert).
bThe use of computer and video games was graded on a 0-to-5 Likert-type scale (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).