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Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality-Based Serious Gaming Modules for Basic
1Acibadem Mehmet Ali Aydinlar University, Center of Advanced Simulation and Education, Istanbul, Turkey.
Virtual reality (VR) serious games and tablet-based serious games effectively train Basic Life Support skills. VR-based serious gaming demonstrated greater efficiency in improving knowledge compared to tablet-based gaming.
Area of Science:
- Medical Education Technology
- Simulation-Based Training
- Emergency Medicine
Background:
- Serious gaming offers a risk-free environment for training.
- Limited research exists on serious gaming for emergency skills acquisition.
- Serious games are recognized as valuable educational tools in medicine.
Purpose of the Study:
- To compare the knowledge acquisition of Basic Life Support (BLS) skills using tablet-based versus virtual reality (VR)-based serious games.
- To evaluate the effectiveness of different serious game modalities for medical training.
Main Methods:
- A randomized trial was conducted with 40 participants comparing pretest and posttest knowledge levels.
- Participants were assigned to either a tablet-based or VR-based serious game with identical content.
- Statistical analyses included Student t tests and Wilcoxon signed rank tests, with Cohen d for effect size.
Main Results:
- Both tablet-based and VR-based serious games significantly improved participants' knowledge (P=.001).
- The VR group showed significantly greater improvement in pre- and posttest knowledge changes compared to the tablet group (P=.021).
Conclusions:
- Serious gaming modules are effective supplementary tools for medical education.
- VR-based serious gaming is more efficient for learning outcomes in Basic Life Support training than tablet-based serious gaming.
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