14th World Congress of Nurse Anesthetists and 15th International Congress of Croatian Nurses Society of Anesthesia, Shibenik, Hırvatistan, 02 Mayıs 2022
Introduction
The progress in science and technology has changed our
educational system. The integration of new technologies into the learning
process and new educational tools like VR (Virtual Reality) based serious
gaming modules are nowadays being used as an alternative to the traditional
learning methods.
Aim
In this study the aim is to compare VR based serious
gaming module with traditional lecture based methods.
Method
In this quasi-experimental study we
focused on two separate teaching methods, virtual reality and traditional lecture.
The effectiveness of trainings was investigated based on observational
structured performance scores of 47 students of Anaesthesia Program enrolled to
Acibadem University Vocational School of Health Services, 2021-Fall term. The study compared the observational
structured grades of these two different groups. Two groups had been formed,
and the students were randomly allocated either into a VR or traditional
lecture based group. The first group was trained VR serious gaming module whereas
the second group received a traditional lecture. Mann-Whitney U test
was used to determine whether students' successful attempts statistically
differ according to the educational methodology.