Suppr超能文献

在元宇宙环境中比较基于机器学习的虚拟现实培训与教育者指导培训的学习成果:随机对照试验

Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.

作者信息

Kitapcioglu Dilek, Aksoy Mehmet Emin, Ozkan Arun Ekin, Usseli Tuba

机构信息

Center of Advanced Simulation and Education (CASE), Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.

Department of Biomedical Device Technology, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.

出版信息

JMIR Serious Games. 2024 Aug 7;12:e58654. doi: 10.2196/58654.

Abstract

BACKGROUND

Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.

OBJECTIVE

This study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment.

METHODS

A total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P<.05, with analyses executed by MedCalc Statistical Software (version 12.7.7).

RESULTS

Comparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding.

CONCLUSIONS

The results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners.

TRIAL REGISTRATION

ClinicalTrials.gov NCT06288087; https://clinicaltrials.gov/study/NCT06288087.

摘要

背景

虚拟现实(VR)模块由于其沉浸感和参与度,常用于医疗保健培训,如成人高级心脏生命支持(ACLS)。元宇宙与当前的VR严肃游戏不同,它能够实现共享社交连接,而当前的VR模块专注于基于计算机的内容,缺乏社交互动。元宇宙中的教育工作者可以在培训课程中促进交流与协作。

目的

本研究旨在比较在元宇宙环境中,基于VR的机器引导训练与教育工作者引导的VR训练的学习成果。

方法

共有62名来自阿西巴德姆·穆罕默德·阿里·艾丁拉尔大学麻醉职业学校的志愿者学生被随机分为两组,每组31名参与者:一组接受基于VR的机器引导训练(MG),另一组在元宇宙中接受基于VR的教育工作者引导训练(EG)。两组成员都接受了基于VR的ACLS基础训练。之后,MG组使用基于VR的高级训练模块进行训练,该模块提供全程机器引导训练,而EG组参加元宇宙中基于VR的教育工作者引导训练。本研究的主要结果由基于VR的训练模块的考试成绩决定。描述性统计定义了连续变量,如VR考试成绩以及在机器或教育工作者引导训练上花费的时间。使用Spearman等级相关性评估训练时间与VR考试成绩之间的相关性,使用Mann-Whitney U检验比较非正态分布变量。设定统计学显著性为P<0.05,由MedCalc统计软件(版本12.7.7)进行分析。

结果

比较MG组和EG组的VR测试成绩,未发现统计学上的显著差异。EG组的VR测试成绩中位数为86(范围11 - 100)。相比之下,MG组的成绩中位数为66(范围13 - 100;P = 0.08)。关于机器引导或教育工作者引导训练的持续时间与基于VR的考试成绩之间的相关性,MG组的相关系数为0.569,P = 0.005。对于EG组,该相关性为0.298,P = 0.10。虽然这种相关性在MG组中具有统计学显著性,但在EG组中不显著。考虑到训练时间与考试成绩之间的相关性的事后功效分析(80%)支持了这一发现。

结论

本研究结果表明,一个精心设计的、基于VR的带有机器引导的严肃游戏模块,对于成人ACLS训练而言,能够提供与元宇宙中教育工作者引导的VR训练相当的学习成果。未来更大样本量研究可以探索在元宇宙环境中与教育工作者的社交互动是否为学习者带来额外益处。

试验注册

ClinicalTrials.gov NCT06288087;https://clinicaltrials.gov/study/NCT06288087

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/d7b1ec9a2591/games_v12i1e58654_fig1.jpg

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验