Chao Yi-Ping, Chuang Hai-Hua, Hsin Li-Jen, Kang Chung-Jan, Fang Tuan-Jen, Li Hsueh-Yu, Huang Chung-Guei, Kuo Terry B J, Yang Cheryl C H, Shyu Hsin-Yih, Wang Shu-Ling, Shyu Liang-Yu, Lee Li-Ang
Department of Computer Science and Information Engineering, Graduate Institute of Biomedical Engineering, Chang Gung University, Taoyuan, Taiwan.
Department of Neurology, Chang Gung Memorial Hospital, Linkou Main Branch, Taoyuan, Taiwan.
JMIR Serious Games. 2021 Nov 22;9(4):e13124. doi: 10.2196/13124.
Learning through a 360° virtual reality (VR) or 2D video represents an alternative way to learn a complex medical education task. However, there is currently no consensus on how best to assess the effects of different learning materials on cognitive load estimates, heart rate variability (HRV), outcomes, and experience in learning history taking and physical examination (H&P) skills.
The aim of this study was to investigate how learning materials (ie, VR or 2D video) impact learning outcomes and experience through changes in cognitive load estimates and HRV for learning H&P skills.
This pilot system-design study included 32 undergraduate medical students at an academic teaching hospital. The students were randomly assigned, with a 1:1 allocation, to a 360° VR video group or a 2D video group, matched by age, sex, and cognitive style. The contents of both videos were different with regard to visual angle and self-determination. Learning outcomes were evaluated using the Milestone reporting form. Subjective and objective cognitive loads were estimated using the Paas Cognitive Load Scale, the National Aeronautics and Space Administration Task Load Index, and secondary-task reaction time. Cardiac autonomic function was assessed using HRV measurements. Learning experience was assessed using the AttrakDiff2 questionnaire and qualitative feedback. Statistical significance was accepted at a two-sided P value of <.01.
All 32 participants received the intended intervention. The sample consisted of 20 (63%) males and 12 (38%) females, with a median age of 24 (IQR 23-25) years. The 360° VR video group seemed to have a higher Milestone level than the 2D video group (P=.04). The reaction time at the 10th minute in the 360° VR video group was significantly higher than that in the 2D video group (P<.001). Multiple logistic regression models of the overall cohort showed that the 360° VR video module was independently and positively associated with a reaction time at the 10th minute of ≥3.6 seconds (exp B=18.8, 95% CI 3.2-110.8; P=.001) and a Milestone level of ≥3 (exp B=15.0, 95% CI 2.3-99.6; P=.005). However, a reaction time at the 10th minute of ≥3.6 seconds was not related to a Milestone level of ≥3. A low-frequency to high-frequency ratio between the 5th and 10th minute of ≥1.43 seemed to be inversely associated with a hedonic stimulation score of ≥2.0 (exp B=0.14, 95% CI 0.03-0.68; P=.015) after adjusting for video module. The main qualitative feedback indicated that the 360° VR video module was fun but caused mild dizziness, whereas the 2D video module was easy to follow but tedious.
Our preliminary results showed that 360° VR video learning may be associated with a better Milestone level than 2D video learning, and that this did not seem to be related to cognitive load estimates or HRV indexes in the novice learners. Of note, an increase in sympathovagal balance may have been associated with a lower hedonic stimulation score, which may have met the learners' needs and prompted learning through the different video modules.
ClinicalTrials.gov NCT03501641; https://clinicaltrials.gov/ct2/show/NCT03501641.
通过360°虚拟现实(VR)或二维(2D)视频进行学习是掌握复杂医学教育任务的一种替代方式。然而,目前对于如何最佳评估不同学习材料对认知负荷估计、心率变异性(HRV)、学习成果以及病史采集和体格检查(H&P)技能学习体验的影响,尚无共识。
本研究旨在探讨学习材料(即VR或2D视频)如何通过认知负荷估计和HRV的变化,影响H&P技能学习的学习成果和体验。
这项初步的系统设计研究纳入了一所学术教学医院的32名本科医学生。学生们按1:1比例随机分配到360°VR视频组或2D视频组,根据年龄、性别和认知风格进行匹配。两个视频的内容在视角和自主性方面有所不同。使用里程碑报告表评估学习成果。使用帕阿斯认知负荷量表、美国国家航空航天局任务负荷指数和次要任务反应时间来估计主观和客观认知负荷。通过HRV测量评估心脏自主功能。使用AttrakDiff2问卷和定性反馈评估学习体验。双侧P值<0.01时接受统计学显著性。
所有32名参与者均接受了预期干预。样本包括20名(63%)男性和12名(38%)女性,中位年龄为24岁(四分位间距23 - 25岁)。360°VR视频组的里程碑水平似乎高于2D视频组(P = 0.04)。360°VR视频组第10分钟的反应时间显著高于2D视频组(P < 0.001)。整个队列的多因素逻辑回归模型显示,360°VR视频模块与第10分钟反应时间≥3.6秒(指数B = 18.8,95%置信区间3.2 - 110.8;P = 0.001)以及里程碑水平≥3(指数B = 15.0,95%置信区间2.3 - 99.6;P = 0.005)独立正相关。然而,第10分钟反应时间≥3.6秒与里程碑水平≥3无关。在调整视频模块后,第5至10分钟低频与高频比值≥1.43似乎与享乐刺激评分≥2.0呈负相关(指数B = 0.14,95%置信区间0.03 - 0.68;P = 0.015)。主要定性反馈表明,360°VR视频模块有趣但会引起轻度头晕,而2D视频模块易于理解但乏味。
我们的初步结果表明,360°VR视频学习可能比2D视频学习具有更好的里程碑水平,并且这似乎与新手学习者的认知负荷估计或HRV指标无关。值得注意的是,交感迷走神经平衡的增加可能与较低的享乐刺激评分相关,这可能满足了学习者的需求并促使他们通过不同的视频模块进行学习。
ClinicalTrials.gov NCT03501641;https://clinicaltrials.gov/ct2/show/NCT03501641