| Literature DB >> 30668519 |
Bhone Myint Kyaw1, Nakul Saxena2, Pawel Posadzki3, Jitka Vseteckova4, Charoula Konstantia Nikolaou5, Pradeep Paul George2, Ushashree Divakar3, Italo Masiello6,7, Andrzej A Kononowicz8, Nabil Zary9,10,11, Lorainne Tudor Car1,12.
Abstract
BACKGROUND: Virtual reality (VR) is a technology that allows the user to explore and manipulate computer-generated real or artificial three-dimensional multimedia sensory environments in real time to gain practical knowledge that can be used in clinical practice.Entities:
Keywords: health professions education; meta-analysis; randomized controlled trials; systematic review; virtual reality
Mesh:
Year: 2019 PMID: 30668519 PMCID: PMC6362387 DOI: 10.2196/12959
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Study flow diagram. RCT: randomized controlled trial.
Figure 2Risk of bias graph and summary.
Summary of findings table: virtual reality compared with traditional learning.
| Outcomesa | Illustrative comparative risks (95% CI) | Participants (n) | Studies (n) | Quality of evidence (GRADEb) | Comments |
| Postintervention knowledge scores: measured via MCQsc or quiz. Follow-up: immediate postintervention only | The mean knowledge score in the intervention group was 0.44 SDs higher (0.18 to 0.69 higher) than the mean score in the traditional learning group | 603 | 8 | Moderated | 1 study [ |
| Postintervention skill scores: measured via survey and OSCEe. Follow-up duration: immediate postintervention only | The mean skill score in the intervention group was 1.12 SDs higher (0.81 to 1.43 higher) than the mean score in the traditional learning group | 235 | 4 | Moderated | 3 studies were excluded from the analysis as 1 study reported incomplete outcome data [ |
| Postintervention attitude scores: measured via survey. Follow-up duration: immediate postintervention only | The mean attitudinal score in the intervention group was 0.19 SDs higher (−0.35 lower to 0.73 higher) than the mean score in the traditional learning group | 83 | 2 | Moderated | N/Af |
| Postintervention satisfaction scores: measured via survey. Follow-up duration: immediate postintervention only | Not estimable | 100 | 1 | Lowd,g | 5 studies [ |
aPatient or population: health professionals; settings: universities and hospitals; intervention: virtual reality; comparison: traditional learning (face-to-face lecture, textbooks, etc).
bGRADE (Grading of Recommendations, Assessment, Development and Evaluations) Working Group grades of evidence. High quality: further research is very unlikely to change our confidence in the estimate of effect; moderate quality: further research is likely to have an important impact on our confidence in the estimate of effect and may change the estimate; low quality: further research is very likely to have an important impact on our confidence in the estimate of effect and is likely to change the estimate; and very low quality: we are very uncertain about the estimate.
cMCQs: multiple choice questions.
dDowngraded by 1 level for study limitations: the risk of bias was unclear or high in most included studies (−1).
eOSCE: objective structured clinical examination.
fN/A: not applicable.
gDowngraded as results were obtained from a single small study (−1).
Figure 3Forest plot for the knowledge outcome (postintervention). df: degrees of freedom; IV: interval variable; random: random effects model; VR: virtual reality.
Summary of findings table: virtual reality compared with other digital education interventions.
| Outcomesa | Illustrative comparative risks (95% CI) | Participants (n) | Studies (n) | Quality of evidence (GRADEb) | Comments |
| Postintervention knowledge score: measured via MCQsc and questionnaires. Follow-up duration: immediate postintervention to 6 months | The mean knowledge score in the intervention group was 0.43 SDs higher (0.07 to 0.79 higher) than the mean score in the other digital education interventions | 608 | 8 | Lowd,e | 1 study (32 participants) presented mean change score and favored VR group compared with the control group [ |
| Postintervention skills score: measured via scenario-based skills assessment. Follow-up duration: immediate postintervention only | The mean skill score in the intervention group was 0.5 SDs higher (0.32 to 0.69 higher) than the mean score in the other digital education interventions | 467 | 2 | Moderated | N/Af |
| Postintervention attitude: measured via survey and questionnaire. Follow-up duration: immediate postintervention only. | Not estimable | 21 | 1 | Lowd,g | 4 studies [ |
| Postintervention satisfaction: measured via MCQs, survey, and questionnaire. Duration: immediate postintervention only | The mean satisfaction score in the intervention group was 0.2 SDs higher (−0.71 lower to 1.11 higher) than the mean score in the other digital education interventions | 218 | 2 | Lowd,e | 2 studies [ |
aPatient or population: Health professionals; Settings: Universities and hospitals; Intervention: Virtual reality; Comparison: Other digital education interventions (such as online learning, computer-based video, etc).
bGRADE (Grading of Recommendations, Assessment, Development and Evaluations) Working Group grades of evidence. High quality: Further research is very unlikely to change our confidence in the estimate of effect; Moderate quality: Further research is likely to have an important impact on our confidence in the estimate of effect and may change the estimate; Low quality: Further research is very likely to have an important impact on our confidence in the estimate of effect and is likely to change the estimate; and Very low quality: We are very uncertain about the estimate.
cMCQs: multiple choice questions.
dDowngraded by 1 level for study limitations (−1): the risk of bias was unclear or high in most included studies.
eDowngraded by 1 level for inconsistency (−1): the heterogeneity between studies is high with large variations in effect and lack of overlap among confidence intervals.
fN/A: not applicable.
gDowngraded as results were obtained from a single small study (−1).
Figure 4Forest plot for the skills outcome (postintervention). df: degrees of freedom; IV: interval variable; random: random effects model; VR: virtual reality.