ArticleJMIR serious games2024
Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.
Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06288087 (Comparing Machine Guided VR Based Training With Educator Guided Training in Metaverse Environment), which is not on this map. Cited by 8 papers.
What it found
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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 Machine Guided VR Based Training With Educator Guided Training in Metaverse Environment: A Randomized Controlled Study
Who cites it
8 citing papers in PubMed.
- Facilitators of and barriers to non-regional anesthesia fellowship-trained anesthesiologists performing ultrasound-guided regional anesthesia: a qualitative study using the Theoretical Domains Framework.Canadian journal of anaesthesia = Journal canadien d'anesthesie · 2026Article
- Article
- Integrating the Metaverse Into Medical Practice: A Systematic Review of Its Potential and Applications.International journal of telemedicine and applications · 2026Review
- Different Delivery Modalities of Virtual Reality Training in Emergency Medicine: Systematic Review.JMIR XR and spatial computing · 2026Review
- Enhancing first-aid self-efficacy: A randomized trial comparing three interactive educational ınterventions.Journal of education and health promotion · 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
- An overview of Metaverse in healthcare. Potential application in forensic and legal medicine.Forensic science, medicine, and pathology · 2025Review
- Immersive futures in healthcare: A mapping review of review articles on the metaverse.Digital healthReview
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.
objectiveThis study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment.
methodsA total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P<.05, with analyses executed by MedCalc Statistical Software (version 12.7.7).
resultsComparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding.
conclusionsThe results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners.
trial registrationClinicalTrials.gov NCT06288087; https://clinicaltrials.gov/study/NCT06288087.
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