The Comparison of Virtual Reality Based Serious Gaming Versus Lecture Based Adult Basic Life Support Training Method: Randomized Trial


Usseli T., Kitapçıoğlu D., Aksoy M. E.

14th World Congress of Nurse Anesthetists and 15th International Congress of Croatian Nurses Society of Anesthesia, Shibenik, Hırvatistan, 02 Mayıs 2022

  • Yayın Türü: Bildiri / Tam Metin Bildiri
  • Basıldığı Şehir: Shibenik
  • Basıldığı Ülke: Hırvatistan
  • Acıbadem Mehmet Ali Aydınlar Üniversitesi Adresli: Evet

Özet

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.