ArticleJMIR serious games2023
Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05798910 (Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support Trainings), which is not on this map. Cited by 12 papers.
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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.
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.
Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support Trainings: Randomized Control Trial
Who cites it
12 citing papers in PubMed, 18 citations in OpenAlex.
- Immersive virtual reality versus high-fidelity simulation to teach anesthesiology nontechnical skills: a randomized controlled noninferiority trial.Canadian journal of anaesthesia = Journal canadien d'anesthesie · 2026Trial
- A Rapid Review of Training Future Behavior Analysts Through Computer-Generated Simulations: Challenges and Opportunities in Using Artificial Intelligence and Virtual Reality.Behavior analysis in practice · 2026Review
- 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
- Value of virtual reality integrated with multilevel team-based pedagogy in standardized residency training: a randomized controlled study with longitudinal follow-up in anesthesiology.Frontiers in medicine · 2026Article
- Frontal brain activity assessment during basic life support skill acquisition and transfer in serious game based learning environments.PloS one · 2026Article
- Critical Issues and the Impact of Technology in Healthcare Professional Education in Low-and-Middle Income Countries: A Call for Transformation: Report of the First Annual Symposium on Healthcare Academic Professionals Education (SHAPE) 2024.Medical science educator · 2025Article
- The use of extended reality in anesthesiology education: a scoping review.Canadian journal of anaesthesia = Journal canadien d'anesthesie · 2025Article
- Enhancing Immersion in Virtual Reality-Based Advanced Life Support Training: Randomized Controlled Trial.JMIR serious games · 2025Article
- Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.JMIR serious games · 2024Article
- The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials.JMIR serious games · 2024Review
- Educational Effects of Training With a Virtual Reality-Based Objective Structured Clinical Examination Software.Journal of medical education and curricular developmentArticle
- Effectiveness of extended reality-based cardiopulmonary resuscitation training for healthcare students: A systematic review.Turkish journal of emergency medicineArticle
Corrections and comments
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Authors and funding
4 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSimulation-based Advanced Cardiac Life Support (ACLS) or Advanced Life Support (ALS) training for health care professionals is important worldwide for saving lives. Virtual reality (VR)-based serious gaming can be an alternative modality to be used as a part of simulation-based ALS training.
objectiveThe aim of this study is to investigate whether a VR-based ALS serious game module can replace classroom-based ALS lectures, the latter being part of existing conventional ALS training protocols in addition to skills training.
methodsParticipants were students from Acibadem Mehmet Ali Aydinlar University's Vocational School for Anesthesiology (N=29) randomly divided into 2 groups with 15 (conventional training group) and 14 (VR-based training group) participants each. Participants in the conventional training group had to complete the pretest consisting of multiple-choice questions at the beginning of the study. Afterward, they took part in an interactive classroom-based ALS lecture. The next step involved skills training with task trainers to teach them compression skills. Following this, the conventional training group was divided into Code Blue teams, each consisting of 5 participants for the simulation session. Two independent instructors evaluated video recordings in terms of technical and nontechnical skills. The score acquired from the manikin-based simulation session was considered the main performance indicator in this study to measure the learning outcome. A similar workflow was used for the VR-based training group, but this group was trained with the VR-based ALS serious game module instead of the theoretical lecture. The final stage of the study involved completing the posttest consisting of multiple-choice questions. A preference survey was conducted among the study participants. Mann-Whitney U and Wilcoxon signed-rank tests were used to analyze the 2 groups' performances in this study.
resultsThe improvement in posttest results compared with pretest results was significant in the conventional training group (P=.002). Hands-on technical scores of the conventional training group were higher than those of the VR-based training group during manikin-based simulation, but total scores, including those for technical and crisis resource management skills, acquired from the manikin-based simulation session did not reveal any significant difference between the 2 groups. The results of the VR preference survey revealed that the majority of the participants prefer VR-based serious game-based training instead of classroom lectures.
conclusionsAlthough hands-on technical scores of the conventional training group during the manikin-based simulation session were higher than those of the VR-based training group, both groups' total performance scores, including those for technical and crisis resource management skills, did not differ significantly. The preference survey reveals that the majority of the participants would prefer a VR-based ALS serious gaming module instead of lecture-based training. Further studies are required to reveal the learning outcome of VR-based ALS serious gaming.
trial registrationClinicalTrials.gov NCT05798910; https://clinicaltrials.gov/study/NCT05798910.
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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.