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Updated: Jun 23, 2026

Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator
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Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support

Mehmet Emin Aksoy1, Arun Ekin Özkan2, Dilek Kitapcioglu3

  • 1Department of Biomedical Device Technology, Center of Advanced Simulation and Education, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.

JMIR Serious Games
|September 28, 2023
PubMed
Summary

Virtual reality (VR) training shows promise as an alternative to traditional lectures for Advanced Life Support (ALS) education. While technical scores varied, overall performance and participant preference favored VR serious games over classroom learning.

Keywords:
Advanced Cardiac Life SupportAdvanced Life Supportrandomized controlled trialserious gamevirtual reality

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Area of Science:

  • Medical Education Technology
  • Simulation-Based Training
  • Virtual Reality Applications

Background:

  • Simulation-based training is crucial for healthcare professionals in Advanced Cardiac Life Support (ACLS) or Advanced Life Support (ALS).
  • Virtual reality (VR)-based serious gaming presents a potential alternative for ALS simulation training.

Purpose of the Study:

  • To evaluate if a VR-based ALS serious game module can substitute conventional classroom lectures within ALS training.
  • To compare learning outcomes and participant preferences between VR-based and conventional ALS training methods.

Main Methods:

  • Twenty-nine anesthesiology students were randomly assigned to either conventional (classroom lecture, skills training, manikin simulation) or VR-based (VR serious game module, skills training, manikin simulation) ALS training.
  • Performance was assessed using pre/post-tests and manikin-based simulation scores (technical and crisis resource management skills).
  • A preference survey was conducted, and statistical analyses included Mann-Whitney U and Wilcoxon signed-rank tests.

Main Results:

  • The conventional training group showed a significant improvement in posttest scores (P=.002).
  • While the conventional group had higher hands-on technical scores during simulation, total performance scores (technical + crisis resource management) did not differ significantly between groups.
  • A majority of participants expressed a preference for VR-based serious game training over traditional classroom lectures.

Conclusions:

  • VR-based ALS serious gaming can achieve comparable overall performance to conventional training, despite differences in specific technical skills.
  • Participant preference strongly favors VR serious games as a replacement for lecture-based ALS training.
  • Further research is needed to fully understand the long-term learning outcomes of VR-based ALS serious gaming.