Evidence map›Paper›PMID 34130676›Full record

Trial reportBMC medical education2021

Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students' learning outcome about approach to coma.

Meysam Siyah Mansoory, Mohammad Rasool Khazaei, Seyyed Mohsen Azizi, Elham Niromand

Abstract readRandomized Controlled Trial
In one paragraph

Trial report in BMC medical education, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers.

0numbers the graph read from it
0cells of the map it votes in
21citing papers in PubMed
–field-weighted citation impact
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

21 citing papers in PubMed.

  1. Trial
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  5. Article
  6. Article
  7. Article
  8. Review
  9. Article
  10. Virtual Learning in Emergency Medicine Residency Programs.Journal of the American College of Emergency Physicians open · 2025
    Article
  11. Review
  12. New Technologies in Psychiatry Training: Opportunities and Obstacles.Academic psychiatry : the journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry · 2024
    Article
  13. Article
  14. Article
  15. Article
  16. Article
  17. Article
  18. Article
  19. Game-based learning in medical education.Frontiers in public health · 2023
    Review
  20. Article
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

4 authors.

Meysam Siyah MansooryDepartment of Biomedical Engineering, School of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran.ORCID https://orcid.org/0000-0002-8160-7618
Mohammad Rasool KhazaeiFertility and Infertility Research Center, Health Technology Institute, Kermanshah University of Medical Sciences, Kermanshah, Iran.ORCID https://orcid.org/0000-0001-9818-0625
Seyyed Mohsen AziziMedical Education and Development Center, Arak University of Medical Sciences, Arak, Iran.ORCID https://orcid.org/0000-0002-3661-2661
Elham NiromandFertility and Infertility Research Center, Health Technology Institute, Kermanshah University of Medical Sciences, Kermanshah, Iran. elhamniromand@gmail.com.ORCID http://orcid.org/0000-0001-6406-6779

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundNew approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma.

methodsWe adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students' learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software.

resultsStudents' familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = - 2.457, P = 0.019).

conclusionStudents' learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students' learning.

Indexed as

Education, MedicalStudents, MedicalVideo GamesVirtual RealityComaHumansComaLectureMedical studentsSerious gameVirtual reality

Identifiers

PMID34130676
PMCPMC8207643

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.