Navigation überspringen
Universitätsbibliothek Heidelberg
Status: Bibliographieeintrag

Verfügbarkeit
Standort: ---
Exemplare: ---
heiBIB
 Online-Ressource
Verfasst von:Lerner, Dieter [VerfasserIn]   i
 Mohr, Stefan [VerfasserIn]   i
 Schild, Jonas [VerfasserIn]   i
 Göring, Martin [VerfasserIn]   i
 Luiz, Thomas [VerfasserIn]   i
Titel:An immersive multi-user virtual reality for emergency simulation training
Titelzusatz:usability study
Verf.angabe:Dieter Lerner, MA; Stefan Mohr, MD; Jonas Schild, PhD; Martin Göring, MD; Thomas Luiz, MD
E-Jahr:2020
Jahr:March 21, 2020
Umfang:10 S.
Fussnoten:Gesehen am 12.05.2021
Titel Quelle:Enthalten in: JMIR Serious Games
Ort Quelle:Toronto : [Verlag nicht ermittelbar], 2013
Jahr Quelle:2020
Band/Heft Quelle:8(2020), 3 vom: Juli/Sept., Artikel-ID e18822, Seite 1-10
ISSN Quelle:2291-9279
Abstract:Background: Virtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and learning in VR with traditional training media often demonstrate the equivalence or even superiority regarding particular variables of learning or training effectiveness. - Objective: In the EPICSAVE (Enhanced Paramedic Vocational Training with Serious Games and Virtual Environments) project, a highly immersive room-scaled multi-user 3-dimensional VR simulation environment was developed. In this feasibility study, we wanted to gain initial insights into the training effectiveness and media use factors influencing learning and training in VR. - Methods: The virtual emergency scenario was anaphylaxis grade III with shock, swelling of the upper and lower respiratory tract, as well as skin symptoms in a 5-year-old girl (virtual patient) visiting an indoor family amusement park with her grandfather (virtual agent). A cross-sectional, one-group pretest and posttest design was used to evaluate the training effectiveness and quality of the training execution. The sample included 18 active emergency physicians. - Results: The 18 participants rated the VR simulation training positive in terms of training effectiveness and quality of the training execution. A strong, significant correlation (r=.53, P=.01) between experiencing presence and assessing training effectiveness was observed. Perceived limitations in usability and a relatively high extraneous cognitive load reduced this positive effect. - Conclusions: The training within the virtual simulation environment was rated as an effective educational approach. Specific media use factors appear to modulate training effectiveness (ie, improvement through “experience of presence” or reduction through perceived limitations in usability). These factors should be specific targets in the further development of this VR simulation training.
DOI:doi:10.2196/18822
URL:Bitte beachten Sie: Dies ist ein Bibliographieeintrag. Ein Volltextzugriff für Mitglieder der Universität besteht hier nur, falls für die entsprechende Zeitschrift/den entsprechenden Sammelband ein Abonnement besteht oder es sich um einen OpenAccess-Titel handelt.

Volltext: https://doi.org/10.2196/18822
 Volltext: https://games.jmir.org/2020/3/e18822
 DOI: https://doi.org/10.2196/18822
Datenträger:Online-Ressource
Sprache:eng
K10plus-PPN:1757717676
Verknüpfungen:→ Zeitschrift

Permanenter Link auf diesen Titel (bookmarkfähig):  https://katalog.ub.uni-heidelberg.de/titel/68737246   QR-Code
zum Seitenanfang