Evidence map›Paper›PMID 39627755›Full record

ArticleBMC medical education2024

Immersive learning in medical education: analyzing behavioral insights to shape the future of VR-based courses.

Anna Junga, Henriette Schulze, Sönke Scherzer, Ole Hätscher, Philipp Bozdere, Paul Schmidle, Benjamin Risse, Bernhard Marschall, medical tr.AI.ning consortium

Abstract read
In one paragraph

Article in BMC medical education, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.

0numbers the graph read from it
0cells of the map it votes in
8citing 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

8 citing papers in PubMed.

  1. Article
  2. Observational
  3. Article
  4. Article
  5. Review
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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

9 authors.

Anna JungaInstitute of Education and Student Affairs, University of Münster, Niels-Stensen-Straße 12, Münster, 48149, Germany. anna.junga@uni-muenster.de.
Henriette SchulzeInstitute of Education and Student Affairs, University of Münster, Niels-Stensen-Straße 12, Münster, 48149, Germany.
Sönke ScherzerInstitute of Education and Student Affairs, University of Münster, Niels-Stensen-Straße 12, Münster, 48149, Germany.
Ole HätscherInstitute of Education and Student Affairs, University of Münster, Niels-Stensen-Straße 12, Münster, 48149, Germany.
Philipp BozdereInstitute for Society and Digital Media, Münster University of Applied Sciences, Münster, Germany.
Paul SchmidleDepartment of Dermatology, Medical Faculty, University of Münster, Münster, Germany.
Benjamin RisseInstitute for Geoinformatics, University of Münster, Münster, Germany.
Bernhard MarschallInstitute of Education and Student Affairs, University of Münster, Niels-Stensen-Straße 12, Münster, 48149, Germany.
medical tr.AI.ning consortium

Funding

Bundesministerium für Bildung und Forschung 16DHBKI077
6 · The paper itself

Abstract

backgroundThe emergence of virtual reality (VR) for medical education enables a range of new teaching opportunities. Skills and competences can be trained that cannot be demonstrated in any other way due to physical or ethical limitations. Immersion and presence may play an important role for learning in this context. This study investigates whether this VR-based, immersive software is an effective tool for assessing medical learning objectives by comparing behavioral outcomes in VR and actor-based simulations, and examines how these behaviors relate to immersion levels and their impact on learning success.

methodsTo evaluate the effectiveness of the new teaching method, objective behavioral outcomes were identified as part of a dermatological learning unit and VR as a method was compared with actor-based simulation training. In addition, subjective questionnaires were collected to compare the levels of immersion in both concepts.

resultsIt was shown that primary learning objectives can be addressed well in VR. However, secondary learning objectives that fall into the field of basic skills seem to be delivered better in the actor-based training than in VR. This appears to be an effect of weaker immersion measured in VR training.

conclusionsIt can be said that the implementation of basic skills training depends largely on the level of immersion in the teaching method used. While primary learning subjectives can be trained and assessed well, at present, it does not appear to be fully possible to train secondary skills with the technical status quo in VR. However, the observation of secondary learning objectives can serve as an indicator for the assessment of immersion in the future.

Indexed as

Education, MedicalVirtual RealityClinical CompetenceDermatologyEducational MeasurementFemaleHumansLearningMaleSimulation TrainingSurveys and QuestionnairesComputer simulationEducationHygieneImmersionMedicalSimulation trainingSurvey methodVirtual reality

Identifiers

PMID39627755
PMCPMC11616111

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.