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Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games
BACKGROUND: Virtual reality (VR) can offer an innovative approach to providing training in emergency situations, especially in times of COVID-19. There is no risk of infection, and the procedure is scalable and resource-efficient. Nevertheless, the challenges and problems that can arise in the devel...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
German Medical Science GMS Publishing House
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10285370/ https://www.ncbi.nlm.nih.gov/pubmed/37361243 http://dx.doi.org/10.3205/zma001598 |
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author | Rickenbacher-Frey, Sarah Adam, Selina Exadaktylos, Aristomenis K. Müller, Martin Sauter, Thomas C. Birrenbach, Tanja |
author_facet | Rickenbacher-Frey, Sarah Adam, Selina Exadaktylos, Aristomenis K. Müller, Martin Sauter, Thomas C. Birrenbach, Tanja |
author_sort | Rickenbacher-Frey, Sarah |
collection | PubMed |
description | BACKGROUND: Virtual reality (VR) can offer an innovative approach to providing training in emergency situations, especially in times of COVID-19. There is no risk of infection, and the procedure is scalable and resource-efficient. Nevertheless, the challenges and problems that can arise in the development of VR training are often unclear or underestimated. As an example, we present the evaluation of the feasibility of development of a VR training session for the treatment of dyspnoea. This is based on frameworks for serious games, and provides lessons learned. We evaluate the VR training session with respect to usability, satisfaction, as well as perceived effectiveness and workload of participants. METHODS: The VR training was developed using the established framework (Steps 1-4) for serious games of Verschueren et al. and Nicholson’s RECIPE elements for meaningful gamification. Primary validation (Step 4) was performed at the University of Bern, Switzerland, in a pilot study without control group, with a convenience sample of medical students (n=16) and established measurement tools. RESULTS: The theoretical frameworks permitted guided development of the VR training session. Validation gave a median System Usability Scale of 80 (IQR 77.5-85); for the User Satisfaction Evaluation Questionnaire, the median score was 27 (IQR 26-28). After the VR training, there was a significant gain in the participants’ confidence in treating a dyspnoeic patient (median pre-training 2 (IQR 2-3) vs. post-training 3 (IQR 3-3), p=0.016). Lessons learned include the need for involving medical experts, medical educators and technical experts at an equivalent level during the entire development process. Peer-teaching guidance for VR training was feasible. CONCLUSION: The proposed frameworks can be valuable tools to guide the development and validation of scientifically founded VR training. The new VR training session is easy and satisfying to use and is effective – and is almost without motion sickness. |
format | Online Article Text |
id | pubmed-10285370 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | German Medical Science GMS Publishing House |
record_format | MEDLINE/PubMed |
spelling | pubmed-102853702023-06-23 Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games Rickenbacher-Frey, Sarah Adam, Selina Exadaktylos, Aristomenis K. Müller, Martin Sauter, Thomas C. Birrenbach, Tanja GMS J Med Educ Article BACKGROUND: Virtual reality (VR) can offer an innovative approach to providing training in emergency situations, especially in times of COVID-19. There is no risk of infection, and the procedure is scalable and resource-efficient. Nevertheless, the challenges and problems that can arise in the development of VR training are often unclear or underestimated. As an example, we present the evaluation of the feasibility of development of a VR training session for the treatment of dyspnoea. This is based on frameworks for serious games, and provides lessons learned. We evaluate the VR training session with respect to usability, satisfaction, as well as perceived effectiveness and workload of participants. METHODS: The VR training was developed using the established framework (Steps 1-4) for serious games of Verschueren et al. and Nicholson’s RECIPE elements for meaningful gamification. Primary validation (Step 4) was performed at the University of Bern, Switzerland, in a pilot study without control group, with a convenience sample of medical students (n=16) and established measurement tools. RESULTS: The theoretical frameworks permitted guided development of the VR training session. Validation gave a median System Usability Scale of 80 (IQR 77.5-85); for the User Satisfaction Evaluation Questionnaire, the median score was 27 (IQR 26-28). After the VR training, there was a significant gain in the participants’ confidence in treating a dyspnoeic patient (median pre-training 2 (IQR 2-3) vs. post-training 3 (IQR 3-3), p=0.016). Lessons learned include the need for involving medical experts, medical educators and technical experts at an equivalent level during the entire development process. Peer-teaching guidance for VR training was feasible. CONCLUSION: The proposed frameworks can be valuable tools to guide the development and validation of scientifically founded VR training. The new VR training session is easy and satisfying to use and is effective – and is almost without motion sickness. German Medical Science GMS Publishing House 2023-04-17 /pmc/articles/PMC10285370/ /pubmed/37361243 http://dx.doi.org/10.3205/zma001598 Text en Copyright © 2023 Rickenbacher-Frey et al. https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 License. See license information at http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Article Rickenbacher-Frey, Sarah Adam, Selina Exadaktylos, Aristomenis K. Müller, Martin Sauter, Thomas C. Birrenbach, Tanja Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
title | Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
title_full | Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
title_fullStr | Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
title_full_unstemmed | Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
title_short | Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
title_sort | development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10285370/ https://www.ncbi.nlm.nih.gov/pubmed/37361243 http://dx.doi.org/10.3205/zma001598 |
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