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Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial

INTRODUCTION: Virtual reality (VR) is a technology that allows us to replace our real environment with one created with digital media. This technology is increasingly used in the training of healthcare professionals, and previous studies show that the involvement and motivation of students who parti...

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Autores principales: Figols Pedrosa, M, Barra Perez, A, Vidal-Alaball, J, Miro-Catalina, Q, Forcada Arcarons, A
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9869298/
https://www.ncbi.nlm.nih.gov/pubmed/36690993
http://dx.doi.org/10.1186/s12909-023-04029-2
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author Figols Pedrosa, M
Barra Perez, A
Vidal-Alaball, J
Miro-Catalina, Q
Forcada Arcarons, A
author_facet Figols Pedrosa, M
Barra Perez, A
Vidal-Alaball, J
Miro-Catalina, Q
Forcada Arcarons, A
author_sort Figols Pedrosa, M
collection PubMed
description INTRODUCTION: Virtual reality (VR) is a technology that allows us to replace our real environment with one created with digital media. This technology is increasingly used in the training of healthcare professionals, and previous studies show that the involvement and motivation of students who participate in activities that use VR increases compared to those who undergo training with the traditional methodology. The main aim of the study is to evaluate the learning curve of the students using a VR environment, to evaluate the satisfaction with the training activity and the cost, and to compare them with training that uses role-playing methodology. METHODOLOGY: Two-arm community-based randomised trial. The control arm will base the training on the usual role-playing methodology. The second arm or intervention arm will base the Basic Life Support (BLS) training on a VR programme. RESULTS: Statistically significant differences are observed in the percentage of correct answers in favour of the group that used VR as a learning methodology in the test taken at the end of the course. These differences disappear when comparing the results of the test performed at six months. The satisfaction rating of the role-playing training activity has a score of 9.37 out of a total of 10 and satisfaction with the VR methodology has a score of 9.72. The cost analysis shows that the cost of training a student by role-playing is 32.5 euros and, if trained by VR, it is 41.6 euros. CONCLUSIONS: VR is a tool that allows the consolidation of a greater amount of knowledge in the short term and can be used for situations such as pandemics, where traditional formats are not available. In relation to student satisfaction with the training activity, the rating in both groups is very high and the differences are minimal. The results will be directly applicable to the decision making of BLS training in Central Catalonia in relation to the scheduling of training activities that use the VR methodology in an uncertain environment.
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spelling pubmed-98692982023-01-23 Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial Figols Pedrosa, M Barra Perez, A Vidal-Alaball, J Miro-Catalina, Q Forcada Arcarons, A BMC Med Educ Research INTRODUCTION: Virtual reality (VR) is a technology that allows us to replace our real environment with one created with digital media. This technology is increasingly used in the training of healthcare professionals, and previous studies show that the involvement and motivation of students who participate in activities that use VR increases compared to those who undergo training with the traditional methodology. The main aim of the study is to evaluate the learning curve of the students using a VR environment, to evaluate the satisfaction with the training activity and the cost, and to compare them with training that uses role-playing methodology. METHODOLOGY: Two-arm community-based randomised trial. The control arm will base the training on the usual role-playing methodology. The second arm or intervention arm will base the Basic Life Support (BLS) training on a VR programme. RESULTS: Statistically significant differences are observed in the percentage of correct answers in favour of the group that used VR as a learning methodology in the test taken at the end of the course. These differences disappear when comparing the results of the test performed at six months. The satisfaction rating of the role-playing training activity has a score of 9.37 out of a total of 10 and satisfaction with the VR methodology has a score of 9.72. The cost analysis shows that the cost of training a student by role-playing is 32.5 euros and, if trained by VR, it is 41.6 euros. CONCLUSIONS: VR is a tool that allows the consolidation of a greater amount of knowledge in the short term and can be used for situations such as pandemics, where traditional formats are not available. In relation to student satisfaction with the training activity, the rating in both groups is very high and the differences are minimal. The results will be directly applicable to the decision making of BLS training in Central Catalonia in relation to the scheduling of training activities that use the VR methodology in an uncertain environment. BioMed Central 2023-01-23 /pmc/articles/PMC9869298/ /pubmed/36690993 http://dx.doi.org/10.1186/s12909-023-04029-2 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Figols Pedrosa, M
Barra Perez, A
Vidal-Alaball, J
Miro-Catalina, Q
Forcada Arcarons, A
Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
title Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
title_full Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
title_fullStr Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
title_full_unstemmed Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
title_short Use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
title_sort use of virtual reality compared to the role-playing methodology in basic life support training: a two-arm pilot community-based randomised trial
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9869298/
https://www.ncbi.nlm.nih.gov/pubmed/36690993
http://dx.doi.org/10.1186/s12909-023-04029-2
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