Literature DB >> 34130676

Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students' learning outcome about approach to coma.

Meysam Siyah Mansoory1, Mohammad Rasool Khazaei2, Seyyed Mohsen Azizi3, Elham Niromand4.   

Abstract

BACKGROUND: New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma.
METHODS: We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students' learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software.
RESULTS: Students' familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = - 2.457, P = 0.019).
CONCLUSION: Students' learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students' learning.

Entities:  

Keywords:  Coma; Lecture; Medical students; Serious game; Virtual reality

Year:  2021        PMID: 34130676     DOI: 10.1186/s12909-021-02771-z

Source DB:  PubMed          Journal:  BMC Med Educ        ISSN: 1472-6920            Impact factor:   2.463


  3 in total

1.  A study to investigate the effectiveness of the application of virtual reality technology in dental education.

Authors:  Meysam Siyah Mansoory; Seyyed Mohsen Azizi; Fakhrosadat Mirhosseini; Danial Yousefi; Hedaiat Moradpoor
Journal:  BMC Med Educ       Date:  2022-06-15       Impact factor: 3.263

2.  Using virtual reality in lumbar puncture training improves students learning experience.

Authors:  Agathe Vrillon; Laurent Gonzales-Marabal; Pierre-François Ceccaldi; Patrick Plaisance; Eric Desrentes; Claire Paquet; Julien Dumurgier
Journal:  BMC Med Educ       Date:  2022-04-04       Impact factor: 2.463

Review 3.  Virtual Simulation in Undergraduate Medical Education: A Scoping Review of Recent Practice.

Authors:  Qingming Wu; Yubin Wang; Lili Lu; Yong Chen; Hui Long; Jun Wang
Journal:  Front Med (Lausanne)       Date:  2022-03-30
  3 in total

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