Evidence map›Paper›PMID 32735548›Full record

ArticleJMIR serious games2020

An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study.

Dieter Lerner, Stefan Mohr, Jonas Schild, Martin Göring, Thomas Luiz

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 30 papers.

0numbers the graph read from it
0cells of the map it votes in
30citing papers in PubMed
6.0field-weighted citation impact, top 3% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

30 citing papers in PubMed, 124 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 1 country.

Dieter Lerner *Fraunhofer Institute for Experimental Software Engineering, Research Program Digital Healthcare, Kaiserslautern, Germany.ORCID https://orcid.org/0000-0002-4395-9241
Stefan MohrUniversity Hospital Heidelberg, Clinic of Anesthesiology, Heidelberg, Germany.ORCID https://orcid.org/0000-0003-4292-663X
Jonas SchildHannover University of Applied Sciences and Arts, Interactive Reality Experiences, Hannover, Germany.ORCID https://orcid.org/0000-0002-1931-9359
Martin GöringUniversity Hospital Heidelberg, Clinic of Anesthesiology, Heidelberg, Germany.ORCID https://orcid.org/0000-0001-8445-0372
Thomas LuizFraunhofer Institute for Experimental Software Engineering, Research Program Digital Healthcare, Kaiserslautern, Germany.ORCID https://orcid.org/0000-0002-5838-7362
Fraunhofer Institute for Experimental Software Engineering · DEHeidelberg University · DE

Funding

EPA EPD15004
6 · The paper itself

Abstract

backgroundVirtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and learning in VR with traditional training media often demonstrate the equivalence or even superiority regarding particular variables of learning or training effectiveness.

objectiveIn the EPICSAVE (Enhanced Paramedic Vocational Training with Serious Games and Virtual Environments) project, a highly immersive room-scaled multi-user 3-dimensional VR simulation environment was developed. In this feasibility study, we wanted to gain initial insights into the training effectiveness and media use factors influencing learning and training in VR.

methodsThe virtual emergency scenario was anaphylaxis grade III with shock, swelling of the upper and lower respiratory tract, as well as skin symptoms in a 5-year-old girl (virtual patient) visiting an indoor family amusement park with her grandfather (virtual agent). A cross-sectional, one-group pretest and posttest design was used to evaluate the training effectiveness and quality of the training execution. The sample included 18 active emergency physicians.

resultsThe 18 participants rated the VR simulation training positive in terms of training effectiveness and quality of the training execution. A strong, significant correlation (r=.53, P=.01) between experiencing presence and assessing training effectiveness was observed. Perceived limitations in usability and a relatively high extraneous cognitive load reduced this positive effect.

conclusionsThe training within the virtual simulation environment was rated as an effective educational approach. Specific media use factors appear to modulate training effectiveness (ie, improvement through "experience of presence" or reduction through perceived limitations in usability). These factors should be specific targets in the further development of this VR simulation training.

Indexed as

anaphylaxiseducational virtual realitiesemergency medicinehead-mounted displayimmersive mediapresence experiencesimulation trainingtraining effectivenessvirtual emergency scenariovirtual patient simulationvirtual reality

Identifiers

PMID32735548
PMCPMC7428918
OpenAlexW3046810637

What OpenQuestion holds

Textmetadata
LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.