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 (2023). Development and evaluation of a virtual reality training for emergency treatment of shortness of breath based on frameworks for serious games. GMS Journal for Medical Education, 40(2), Doc16. German Medical Science 10.3205/zma001598

[img]
Preview
Text
zma001598.pdf - Published Version
Available under License Creative Commons: Attribution (CC-BY).

Download (1MB) | Preview

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.

Item Type:

Journal Article (Original Article)

Division/Institute:

04 Faculty of Medicine > Department of Intensive Care, Emergency Medicine and Anaesthesiology (DINA) > University Emergency Center

UniBE Contributor:

Exadaktylos, Aristomenis, Müller, Martin (B), Sauter, Thomas Christian, Birrenbach, Tanja Nicole

Subjects:

600 Technology > 610 Medicine & health

ISSN:

2366-5017

Publisher:

German Medical Science

Language:

English

Submitter:

Pubmed Import

Date Deposited:

27 Jun 2023 14:38

Last Modified:

16 Jul 2023 02:26

Publisher DOI:

10.3205/zma001598

PubMed ID:

37361243

Uncontrolled Keywords:

COVID-19 emergency medicine medical education serious game shortness of breath virtual reality

BORIS DOI:

10.48350/184156

URI:

https://boris.unibe.ch/id/eprint/184156

Actions (login required)

Edit item Edit item
Provide Feedback