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.
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.
What it found
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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.
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Who cites it
21 citing papers in PubMed.
- The effectiveness of gamification on learning topics related to infertility and abortion among health professions students.BMC medical education · 2025Trial
- Comparison of the effectiveness of a serious game and pre-recorded lecture in diagnosis and treatment planning of oral lesions for dental students.Scientific reports · 2024Trial
- Effectiveness of gamification-based teaching in approach to eye trauma: a randomized educational intervention trial.BMC ophthalmology · 2024Trial
- A study to investigate the effectiveness of the application of virtual reality technology in dental education.BMC medical education · 2022Trial
- The use of voiceovers and review games in teaching immunology.ImmunoHorizons · 2026Article
- From street to lifesaving: a pre-post study of a blended serious game-based CPR training program for food delivery riders.BMC public health · 2026Article
- Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial.JMIR serious games · 2026Article
- Gamification and Virtual Reality for Enhancing Disaster Preparedness Among University Students and Health Workers: A Scoping Review.Journal of multidisciplinary healthcare · 2026Review
- Frontal brain activity assessment during basic life support skill acquisition and transfer in serious game based learning environments.PloS one · 2026Article
- Virtual Learning in Emergency Medicine Residency Programs.Journal of the American College of Emergency Physicians open · 2025Article
- Efficacy and Students' Perceptions of Virtual Reality in Clinical Education: A Narrative Review.Cureus · 2025Review
- 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 · 2024Article
- Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study.JMIR serious games · 2024Article
- A Virtual Case Presentation Platform: Protocol Study.Methods and protocols · 2024Article
- Using Modern Learning Method to Teach Pharmacy Students Psychopharmacotherapy.Iranian journal of public health · 2024Article
- Virtual reality experiential learning improved undergraduate students' knowledge and evaluation skills relating to assistive technology for older adults and individuals with disabilities.BMC medical education · 2024Article
- Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.JMIR serious games · 2023Article
- Robotic training for medical students: feasibility of a pilot simulation curriculum.Journal of robotic surgery · 2023Article
- Game-based learning in medical education.Frontiers in public health · 2023Review
- Using virtual reality in lumbar puncture training improves students learning experience.BMC medical education · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
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.
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Registered trials
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.