| Literature DB >> 34130676 |
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.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