• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

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.

DOI:10.2196/58654
PMID:39110497
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11339586/
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.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/77eeb069ee17/games_v12i1e58654_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/d7b1ec9a2591/games_v12i1e58654_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/aa6c20fc1804/games_v12i1e58654_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/77eeb069ee17/games_v12i1e58654_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/d7b1ec9a2591/games_v12i1e58654_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/aa6c20fc1804/games_v12i1e58654_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1236/11339586/77eeb069ee17/games_v12i1e58654_fig3.jpg
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

相似文献

1
Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.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
JMIR Serious Games. 2024 Aug 7;12:e58654. doi: 10.2196/58654.
2
Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.基于虚拟现实的严肃游戏与基于讲座的高级生命支持培训效果比较:随机对照试验
JMIR Serious Games. 2023 Sep 28;11:e46964. doi: 10.2196/46964.
3
Comparing Basic Life Support Serious Gaming Scores With Hands-on Training Platform Performance Scores: Pilot Simulation Study for Basic Life Support Training.比较基础生命支持严肃游戏分数与实践培训平台表现分数:基础生命支持培训的试点模拟研究
JMIR Serious Games. 2020 Nov 25;8(4):e24166. doi: 10.2196/24166.
4
Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality-Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial.比较基于平板电脑和基于虚拟现实的严肃游戏模块对基础生命支持培训学习成果的影响:随机试验。
JMIR Serious Games. 2019 May 1;7(2):e13442. doi: 10.2196/13442.
5
Assessing virtual reality acceptance in long-term care facilities: a quantitative study with older adults.评估长期护理机构中的虚拟现实接受度:一项针对老年人的定量研究。
Disabil Rehabil Assist Technol. 2024 Oct;19(7):2602-2614. doi: 10.1080/17483107.2023.2295946. Epub 2023 Dec 26.
6
Collaborative virtual reality based advanced cardiac life support training simulator using virtual reality principles.基于虚拟现实原理的协作式虚拟现实高级心脏生命支持训练模拟器。
J Biomed Inform. 2014 Oct;51:49-59. doi: 10.1016/j.jbi.2014.04.005. Epub 2014 Apr 13.
7
From static web to metaverse: reinventing medical education in the post-pandemic era.从静态网页到元宇宙:后疫情时代医学教育的重塑。
Ann Med. 2024 Dec;56(1):2305694. doi: 10.1080/07853890.2024.2305694. Epub 2024 Jan 23.
8
Metaverse-based cardiac magnetic resonance imaging simulation application for overcoming claustrophobia: a preliminary feasibility trial.基于元宇宙的心脏磁共振成像模拟应用克服幽闭恐惧症:初步可行性试验。
Future Cardiol. 2024 Mar 11;20(4):191-195. doi: 10.1080/14796678.2024.2345002. Epub 2024 May 3.
9
Utilization of a Voice-Based Virtual Reality Advanced Cardiac Life Support Team Leader Refresher: Prospective Observational Study.基于语音的虚拟现实高级心脏生命支持团队领导者复习课程的应用:前瞻性观察研究。
J Med Internet Res. 2020 Mar 12;22(3):e17425. doi: 10.2196/17425.
10
Feasibility and Effects of Virtual Reality Motor-Cognitive Training in Community-Dwelling Older People With Cognitive Frailty: Pilot Randomized Controlled Trial.虚拟现实运动认知训练对社区认知衰弱老年人的可行性及效果:前瞻性随机对照试验
JMIR Serious Games. 2021 Aug 6;9(3):e28400. doi: 10.2196/28400.

引用本文的文献

1
An overview of Metaverse in healthcare. Potential application in forensic and legal medicine.医疗保健领域的元宇宙概述。在法医学和法律医学中的潜在应用。
Forensic Sci Med Pathol. 2025 Feb 14. doi: 10.1007/s12024-025-00938-4.

本文引用的文献

1
Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.基于虚拟现实的严肃游戏与基于讲座的高级生命支持培训效果比较:随机对照试验
JMIR Serious Games. 2023 Sep 28;11:e46964. doi: 10.2196/46964.
2
The rising trend of Metaverse in education: challenges, opportunities, and ethical considerations.元宇宙在教育领域的上升趋势:挑战、机遇与伦理考量。
PeerJ Comput Sci. 2023 Feb 13;9:e1252. doi: 10.7717/peerj-cs.1252. eCollection 2023.
3
Virtual Reality Simulator versus Conventional Advanced Life Support Training for Cardiopulmonary Resuscitation Post-Cardiac Surgery: A Randomized Controlled Trial.
虚拟现实模拟器与传统高级生命支持培训用于心脏手术后心肺复苏的比较:一项随机对照试验
J Cardiovasc Dev Dis. 2023 Feb 4;10(2):67. doi: 10.3390/jcdd10020067.
4
A systematic review on the metaverse-based blended English learning.基于元宇宙的混合式英语学习的系统综述。
Front Psychol. 2023 Jan 6;13:1087508. doi: 10.3389/fpsyg.2022.1087508. eCollection 2022.
5
The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics.教育中的元宇宙:定义、框架、特征、潜在应用、挑战及未来研究主题。
Front Psychol. 2022 Oct 11;13:1016300. doi: 10.3389/fpsyg.2022.1016300. eCollection 2022.
6
Changes to the European Resuscitation Council guidelines for adult resuscitation.欧洲复苏委员会成人复苏指南的修订内容。
BJA Educ. 2022 Jul;22(7):265-272. doi: 10.1016/j.bjae.2022.02.004. Epub 2022 Apr 20.
7
Serious Games: A new Approach to Foster Information and Practices About Covid-19?严肃游戏:促进新冠疫情信息传播与实践的新途径?
Front Robot AI. 2022 May 23;9:830950. doi: 10.3389/frobt.2022.830950. eCollection 2022.
8
Comparison of the effects of virtual training by serious game and lecture on operating room novices' knowledge and performance about surgical instruments setup: a multi-center, two-arm study.多中心、双臂研究:比较严肃游戏虚拟训练和讲座对手术室新手关于手术器械设置的知识和操作表现的影响。
BMC Med Educ. 2022 Apr 11;22(1):268. doi: 10.1186/s12909-022-03351-5.
9
Application of computer-based testing in the Korean Medical Licensing Examination, the emergence of the metaverse in medical education, journal metrics and statistics, and appreciation to reviewers and volunteers.计算机化考试在韩国医师执照考试中的应用、医学教育中虚拟世界的出现、期刊指标与统计,以及对审稿人和志愿者的感谢。
J Educ Eval Health Prof. 2022;19:2. doi: 10.3352/jeehp.2022.19.2. Epub 2022 Jan 13.
10
Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective.新冠疫情期间虚拟现实技术的应用:使用与满足视角
Telemat Inform. 2021 Dec;65:101728. doi: 10.1016/j.tele.2021.101728. Epub 2021 Oct 13.