Accepted for/Published in: JMIR Serious Games
Date Submitted: Jan 19, 2019
Date Accepted: Mar 24, 2019
Comparing the Effect of Tablet PC Based and Virtual Reality Based Serious Gaming Modules for Basic Life Support Training on Learning Outcome
ABSTRACT
Background:
Serious gaming is recognized as a training tool due its potential in a risk-free educational environment. There is still limited research about using serious gaming modules for training emergency skills.
Objective:
The aim of this study is comparing the effect of the knowledge level of the participants after using the Tablet PC based serious game for Basic Life Support and the Virtual reality based serious game for Basic life support with the help a pretest and a post-test.
Methods:
The study was designed as a randomized trial comparing pretest and posttest results of the participants. A Tablet PC and a Virtual Reality (VR) based serious games with exactly the same content for 40 participants. 22(55%) of them were included in VR group and 18(45%) were in Tablet PC group. Student t test and Wilcoxon Signed Rank test were used to determine the relation between the dependent and independent variables. In order to determine the effective size of the results Effect Size Calculator (Cohen’s d) for T-test was used. There is a significant difference between pre- and post-test results in both groups (Wilcoxon p<0,05).
Results:
Mean post test results were significantly higher in both groups. The post-test results were significantly higher in the VR group in terms of pre- and post-test changes (Student t p<0,05).
Conclusions:
Past research studies have shown that serious gaming presents a favorable additional tool for medical education. Our results indicate that both serious gaming modules are effective and that VR-based serious gaming is more efficient in terms of learning outcome than Tablet PC based version.
Citation
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