| Literature DB >> 35079374 |
Dalal Hubail1, Ankita Mondal1, Ahmed Al Jabir1, Bijendra Patel1,2.
Abstract
INTRODUCTION: Technology has been a major contributor to recent changes in education, where simulation plays a huge role by providing a unique safe environment, especially with the recent incorporation of immersive virtual reality (VR) training. Cardiopulmonary Resuscitation (CPR) is said to double, even triple survival from cardiac arrest, and hence it is crucial to ensure optimal acquisition and retention of these skills. In this study, we aim to compare a VR CPR teaching program to current teaching methods with content validation of the VR course.Entities:
Keywords: CPR, Cardiopulmonary Resuscitation; CVD, Cardiovascular Disease; Cardiopulmonary resuscitation (CPR); Content validation; Skill acquisition; UK, United Kingdom; VR, Virtual Reality; Virtual reality (VR)
Year: 2022 PMID: 35079374 PMCID: PMC8767287 DOI: 10.1016/j.amsu.2022.103241
Source DB: PubMed Journal: Ann Med Surg (Lond) ISSN: 2049-0801
Fig. 1CONSORT diagram showing Recruitment of Participants.
Criteria used in the Assessment Checklist.
Ensures safety of patient and rescuer Checks for responsiveness (taps and talks to patient) Opens airway: performs head tilt and chin lift Assesses breathing: no breathing or only gasping Assesses pulse: no pulse felt within 5–10 s (done simultaneously with assessment of breathing) Shouts out for help and an Automated External Defibrillator (AED) Calls the emergency services Chest Compressions: Correct hand placement (2 hands on the lower half of the sternum) Rate of 100–120 per minute Depth of 5–6 cm Allows full chest recoil after each compression Minimizes interruptions (to less than 10 s) Correct sequence of actions |
Fig. 2Initial screen of VR course.
Background, confidence/concerns and theory questionnaire (using 5-point Likert scale).
Demographics: Name, Age, Gender, Level of Education, Occupation, Days since last CPR training if any Have you ever used Virtual Reality (VR) headset in any setting (including video games)? If yes, in what context and how was your experience with it? I think that the VR headset and Technology Enhanced Learning in education and training is: widely used, occasionally used, not used, not available, not well developed Preferred method of teaching: Textbooks, Lectures, Audio-visual, Live demonstrations, Hands-on training or Technology-enhanced learning (Virtual Reality) Do you feel confident to perform CPR after taking this course? Concerns regarding CPR I fear of further harming the victim by performing CPR I would more likely initiate CPR if it was a young victim The victim being of the same gender would affect me The victim being of the opposite gender would affect me The victims being from different ethnicity or country would affect me The fear of contracting a disease from the victim affects me Knowing the victim personally would positively affect my decision to start CPR The worry about legal liability affects my decision to perform CPR CPR Theory In which of the following scenarios would you stop CPR? What is the correct rate of chest compressions? What is the correct depth of chest compression? What is the correct hand position during CPR? What would you do when the patient regains his pulse? |
VR content validation questionnaire (using 5-point Likert scale).
Before using the VR software Ease of Use Realistic Feel of the Virtual Environment Usefulness of VR Appropriateness of VR Positive and fun experience After using the VR Software Ease of Use VR felt natural with no extra effort I was immersed in the virtual environment that I was not aware of what was going on around me The equipment used (headset/hand piece) did not interfere with the task Fairly straightforward Overall easy to use Content The instructions are clear and understandable The feedback is clear and useful Adjustments to performance were made based on live feedback Professional appearance/design of the VR environment The virtual environment felt realistic Usefulness of VR Appropriateness of VR Positive and fun experience If freely available, I would use VR to enhance my learning experience I feel confident to perform BLS in a real-life situation after taking this course |
Comparison of checklist baseline and final overall scores.
| Baseline Score | Final Score | SMD | ||||
|---|---|---|---|---|---|---|
| Mean | SD | Mean | SD | |||
| Traditional Group | 6.92 | 2.87 | 9.61 | 1.66 | 2.69 | |
| VR Group | 6.61 | 3.06 | 8.53 | 2.25 | 1.92 | |
SD: Standard Deviation.
Comparison of Laerdal QCPR mean scores between the final scores of the two groups.
| Traditional | VR | Combined Mean | SMD | ||
|---|---|---|---|---|---|
| Compression Rate (/min) | 113.69 | 111.07 | 112.38 | −2.61 | 0.3586 |
| Depth of Compression (mm) | 47.23 | 45.07 | 46.15 | −2.15 | 0.2132 |
| Chest Recoil (%) | 78.15 | 83.38 | 80.76 | 5.23 | 0.3291 |
SMD: Standardized Mean Difference
Content validation of the VR course.
| Mean (Before) | SD | Mean (After) | SD | SMD | ||
|---|---|---|---|---|---|---|
| Overall content | 3.38 | 1.26 | 4.15 | 0.69 | 0.76 | 0.0626 |
| Usefulness of VR | 3.46 | 1.05 | 3.61 | 1.38 | 0.15 | 0.4039 |
| Appropriateness of VR | 3.53 | 0.96 | 3.69 | 1.10 | 0.15 | 0.3798 |
| Positive and fun experience | 4.46 | 0.51 | 4.07 | 1.11 | −0.38 | 0.1338 |
Before and After taking the VR CPR course.