| Literature DB >> 34813485 |
Yi-Ping Chao1,2, Hai-Hua Chuang3,4, Li-Jen Hsin4,5, Chung-Jan Kang4,5, Tuan-Jen Fang4,5, Hsueh-Yu Li4,5, Chung-Guei Huang6,7, Terry B J Kuo8, Cheryl C H Yang8, Hsin-Yih Shyu4,9, Shu-Ling Wang4,10, Liang-Yu Shyu11, Li-Ang Lee4,5,8.
Abstract
BACKGROUND: Learning through a 360° virtual reality (VR) or 2D video represents an alternative way to learn a complex medical education task. However, there is currently no consensus on how best to assess the effects of different learning materials on cognitive load estimates, heart rate variability (HRV), outcomes, and experience in learning history taking and physical examination (H&P) skills.Entities:
Keywords: cognitive load; heart rate variability; learning outcome; secondary-task reaction time; video learning; virtual reality
Year: 2021 PMID: 34813485 PMCID: PMC8663656 DOI: 10.2196/13124
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1The CONSORT flow diagram. NASA: National Aeronautics and Space Administration.
Summary of the models of 360° virtual reality video and 2D video.
| Feature | 360° virtual reality video module | 2D video module |
| Head-mounted display | Yes | Yes |
| Part I: history taking | Statically filmed | Statically filmed |
| Part II: physical examination | Dynamically filmed | Dynamically filmed |
| Visual angle | 360° | 120° |
| Immersion | Yes | No |
| Perspective | First person | Third person |
Figure 2Example of 360° virtual reality video learning. Screenshot of the 360° virtual reality video (upper) demonstrating the learners watching a highly immersive 360° video. They arbitrarily changed their field of view to watch the skills of history taking and physical examination from a first-person perspective (lower).
Figure 3Example of 2D video learning. Screenshot of the 2D video (upper) showing the learners watching a 2D video in a theater environment. They watched the skills of history taking and physical examination in a fixed focus of view from a third-person perspective (lower).
Demographics and cognitive style.
| Variables | Overall (N=32) | 360° virtual reality video group (n=16) | 2D video group (n=16) | Effect sizea (95% CI) | ||
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| Age (years), median (IQR) | 24 (23-25) | 24 (23-25) | 24 (23-25) | 0 (–1 to 0) | .29 |
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| Sex (male), n (%) | 20 (63) | 10 (63) | 10 (63) | 1.0 (0.2 to 4.2) | >.99 |
| Cognitive style: field-dependent, n (%) | 3 (9) | 1 (6) | 2 (13) | 2.1 (0.2 to 26.3) | >.99 | |
aEffect sizes were calculated using the Hodges-Lehmann method for the Mann-Whiney U test and Wilcoxon signed-rank test, or odds ratios for the Fisher exact test.
bP values were calculated based on the Mann-Whiney U test for continuous variables (two-tailed) or the Fisher exact test for categorical variables (two-tailed).
Subjective measures of cognitive load.
| Variables | Overall (N=32), median (IQR) | 360° virtual reality video group (n=16), median (IQR) | 2D video group (n=16), median (IQR) | Effect sizea (95% CI) | ||
| Subjective measurement: Paas Cognitive Load Scale | 6 (5-7)c | 6 (5-7) | 5 (5-7) | 0 (–1 to 1) | .78 | |
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| Mental demand | 14 (11-15)c | 14 (12-15) | 12 (10-16) | 1 (–2 to 3) | .45 |
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| Physical demand | 10 (7-14) | 12 (9-14) | 9 (4-12) | 4 (0 to 7) | .047 |
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| Temporal demand | 10 (7-11) | 10 (8-13) | 9 (6-10) | 1 (–1 to 4) | .18 |
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| Performance | 12 (6-15) | 11 (6-15) | 13 (6-15) | 0 (–4 to 4) | .93 |
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| Effort | 12 (10-15) | 13 (11-15) | 12 (7-15) | 1 (–2 to 5) | .45 |
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| Frustration | 8 (4-13) | 10 (5-13) | 7 (3-13) | 2 (–2 to 6) | .29 |
aEffect sizes were calculated using the Hodges-Lehmann method for the Mann-Whiney U test and the Wilcoxon signed-rank test, or odds ratios for the Fisher exact test.
bP values were calculated based on the Mann-Whiney U test (two-tailed).
cP<.01, compared with a reference value (score of “5” for the Paas Cognitive Load Scale or score of “10” for the National Aeronautics and Space Administration Task Load Index subscale) and based on the Wilcoxon signed-rank test (two-tailed). P values were significant after the Bonferroni correction.
Figure 4Comparisons of the physical demands and Milestone levels between the 360° virtual reality video group and the 2D video group. The 360° virtual reality video group had a higher physical demand score (upper) and Milestone level (lower) than the 2D video group. However, these differences did not reach statistical significance. P values were calculated using the Mann-Whiney U test (two-tailed).
Objective estimates of cognitive load.
| Variables | Overall (N=32), median (IQR) | 360° virtual reality video group (n=16), median (IQR) | 2D video group (n=16), median (IQR) | Effect sizea (95% CI) | ||
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| Reaction time–baseline (s) | 2.6 (1.4-7.4) | 2.5 (1.3-3.4)c,d | 3.4 (1.6-10.2) | –0.6 (–5.0 to 0.7) | .34 |
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| Reaction time–5th min (s) | 1.6 (0.9-3.6)d,e | 1.3 (0.9-1.6)d,e | 1.8 (1.0-8.2) | –0.4 (–2.0 to 0.13) | .18 |
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| Reaction time–10th min (s) | 3.6 (1.3-11.0)d,e | 11.0 (7.5-11.0)c,d,e | 1.3 (1.0-3.1)d | 8.3 (3.6 to 9.8)d | <.001 |
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| RR–baseline (ms) | 810 (741-918) | 825 (742-937) | 802 (721-891) | 25 (–75 to 122) | .62 |
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| RR–0 to 5 min (ms) | 810 (730-908) | 833 (762-925) | 772 (724-884) | 45 (–42 to 143) | .31 |
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| RR–5 to 10 min (ms) | 779 (722-889) | 794 (736-911) | 779 (709-866) | 20 (–64 to 117) | .75 |
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| SDNN–baseline (ms) | 69.9 (48.7-135.1) | 88.3 (65.7-139.0) | 57.3 (42.7-135.6) | 25.3 (–6.1 to 65.6) | .10 |
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| SDNN–0 to 5 min (ms) | 59.8 (45.5-151.3) | 72.0 (58.6-184.4) | 51.7 (39.2-107.7) | 20.1 (–6.4 to 95.3) | .11 |
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| SDNN–5 to 10 min (ms) | 69.8 (42.3-121.9) | 71.2 (51.7-128.2) | 58.9 (35.8-91.7) | 16.3 (–20.9 to 52.2) | .27 |
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| RMSSD–baseline (ms) | 60.7 (31.7-179.4) | 106.3 (39.7-189.1) | 34.3 (28.6-175.1) | 29.8 (–6.7 to 107.2) | .13 |
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| RMSSD–0 to 5 min (ms) | 63.0 (30.4-203.8) | 78.0 (34.5-252.4) | 37.4 (23.8-133.7) | 24.8 (–12.9 to 129.0) | .29 |
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| RMSSD–5 to 10 min (ms) | 54.9 (27.8-145.0) | 72.1 (31.9-158.5) | 39.4 (27.5-96.8) | 8.7 (–17.9 to 71.5) | .51 |
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| LF/HF ratio–baseline | 1.02 (0.78-1.96) | 0.86 (0.77-1.96) | 1.21 (0.79-1.96) | –0.13 (–0.63 to 0.39) | .59 |
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| LF/HF ratio–0 to 5 min | 1.19 (0.72-2.83) | 0.93 (0.67-3.35) | 1.59 (0.77-2.34) | –0.11 (–1.09 to 1.11) | .91 |
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| LF/HF ratio–5 to 10 min | 1.43 (0.86-2.80) | 1.43 (0.74-2.89) | 1.43 (0.89-2.86) | –0.04 (–0.84 to 0.79) | .81 |
aEffect sizes were calculated using the Hodges-Lehmann method for the Mann-Whiney U test.
bP values were calculated based on the Mann-Whiney U test (continuous variables).
cP<.01, compared with the baseline value, using the Wilcoxon signed-rank test (two-tailed).
dP values were significant after the Bonferroni correction.
eP<.01, compared with the 5th-minute value of reaction time or the 0-to-5–minute values of R wave to R wave (RR), standard deviation of normal-to-normal RR intervals (SDNN), root mean square of successive heartbeat interval difference (RMSSD), low frequency (LF), high frequency (HF), or LF/HF ratio, using the Wilcoxon signed-rank test (two-tailed).
Figure 5Comparisons of the secondary-task reaction time and SD of normal-to-normal RR intervals (SDNN) between the 360° virtual reality video group and the 2D video group. Notably, the reaction time in the 360° virtual reality video group was significantly higher at the 10th minute compared to the reaction times at baseline and at the 5th minute, whereas the reaction time in the 2D video group was lower at the 10th minute compared to that at baseline. The 360° virtual reality video group had a significantly higher reaction time at the 10th minute (upper) than the 2D video group (upper). The SDNN at 5 to 10 minutes in the 360° virtual reality video group was lower than the SDNN at baseline (lower). P values were calculated using the Wilcoxon signed-rank test or Mann-Whitney U test as appropriate after the Bonferroni correction.
Acceptance of technical innovations assessed by the AttrakDiff2 questionnaire.
| Variables | Overall (N=32), median (IQR)a | 360° virtual reality video group (n=16), median (IQR)a | 2D video group (n=16), median (IQR)a | Effect sizeb (95% CI) | |
| Pragmatic quality | 1.9 (1.2-2.3) | 2.0 (1.2-2.4) | 1.8 (1.2-2.3) | 0.1 (–0.4 to 0.7) | .59 |
| Hedonic stimulation | 2.0 (1.0-2.5) | 2.1 (1.2-2.6) | 2.0 (0.9-2.4) | 0.1 (–0.4 to 0.7) | .42 |
| Hedonic identification | 1.9 (1.2-2.4) | 1.8 (1.5-2.4) | 2.1 (1.5-2.9) | 0.1 (–0.6 to 0.9) | .90 |
| Attractiveness | 1.3 (0.9-2.1) | 1.2 (1.1-1.9) | 1.6 (0.6-2.3) | –0.1 (–0.9 to 0.7) | .84 |
aP<.01 for all variables, compared with a reference value of “0” for the AttrakDiff2 questionnaire using the Wilcoxon signed-rank test (two-tailed). P values were significant after the Bonferroni correction.
bEffect sizes were calculated using the Hodges-Lehmann method for the Mann-Whiney U test.
cP values were calculated based on the Mann-Whiney U test for continuous variables (two-tailed).
Figure 6Associations between the video learning modules, cognitive load measures, heart rate variability, learning outcome, and learning experience. Solid blue lines indicate an independent positive association between two variables after adjustment for video module using multivariate logistic regression models. In contrast, dashed blue lines indicate a positive association, and a dashed red line shows an inverse association without statistical significance after adjustment for the video module. HF: high frequency; LF: low frequency; Paas-CLS: Paas Cognitive Load Scale; RMSSD: root mean square of successive heartbeat interval difference; RR: R wave to R wave; SDNN: SD of normal-to-normal RR intervals.