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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 3, 2025
Date Accepted: Apr 3, 2026

The final, peer-reviewed published version of this preprint can be found here:

Exploring the Effects of Serious Games (Immersive Virtual Reality Versus Web-Based Platforms) on Interprofessional Education Among Undergraduate Health Care Students: Randomized Controlled Trial and Multimethod Study

Liu JYW, Wong RWY, Chan K, Pinto SM, Kor P, Wong CK, Wang S

Exploring the Effects of Serious Games (Immersive Virtual Reality Versus Web-Based Platforms) on Interprofessional Education Among Undergraduate Health Care Students: Randomized Controlled Trial and Multimethod Study

JMIR Serious Games 2026;14:e80033

DOI: 10.2196/80033

PMID: 42184358

Exploring the Effects of Serious Games Using Immersive Virtual Reality (IVR) versus Web-based Platforms on Interprofessional Education (IPE) for Undergraduate Healthcare Students: A Randomized Controlled Trial and Multiple-Methods Study

  • Justina Yat Wa Liu; 
  • Rina Wing Yan Wong; 
  • Kitty Chan; 
  • Sabina M Pinto; 
  • Patrick Kor; 
  • Curtis Kaho Wong; 
  • Shanshan Wang

ABSTRACT

Background:

Interprofessional education (IPE) is essential in healthcare training, fostering teamwork and communication skills critical for addressing complex patient care needs. Developing interprofessional competency involves knowledge acquisition, teamwork readiness, and effective collaboration. However, IPE faces challenges such as geographical barriers and faculty resistance. Innovative solutions like serious games using immersive virtual reality (IVR) and web-based platforms aim to enhance engagement and collaboration. Research comparing their effects on IPE outcomes remains limited.

Objective:

To identify the most effective method for implementing IPE by assessing the impact of IVR and web-based serious games on healthcare students' interprofessional competencies and learning experiences.

Methods:

A multi-method approach, including pre-/post-learning assessments, knowledge-checking games, and focus group interviews, was adopted. A convenience sample of 203 nursing students and 68 physiotherapy students formed 34 interprofessional groups randomized to either IVR (17 groups) or web-based training (17 groups) with a crossover design. Surveys using Readiness for Interprofessional Learning Scale (RIPLS), the Brief Sense of Community Scale (BSCS), the Intrinsic Motivation Inventory (IMI) questionnaire and answered Multiple choice questions (MCQs) were administered, and four focus group with 34 consenting participants (22 nursing and 12 physiotherapy students) provided qualitative insights.

Results:

The IVR group showed significant improvements in the BSCS (p=0.001, r=-0.29), influence (p<0.001, r=-0.32) and emotional connection (p<0.001, r=-0.33). The web-based group demonstrated enhancements in community perception (p=0.001, r=-0.27). Both groups significantly improved in MCQs scores (p<0.001, r=-0.64 and r=-0.80 respectively) with the web-based group outperforming the IVR group (p<0.001, r=-0.34). No significant differences were found in RIPLS scores for both groups.

Conclusions:

Web-based games provided greater knowledge clarity and participant engagement than IVR. In both methods, community and knowledge growth were fostered, emphasizing the importance of stimulating learning environments to enhance educational outcomes.


 Citation

Please cite as:

Liu JYW, Wong RWY, Chan K, Pinto SM, Kor P, Wong CK, Wang S

Exploring the Effects of Serious Games (Immersive Virtual Reality Versus Web-Based Platforms) on Interprofessional Education Among Undergraduate Health Care Students: Randomized Controlled Trial and Multimethod Study

JMIR Serious Games 2026;14:e80033

DOI: 10.2196/80033

PMID: 42184358

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