Comparing the Outcomes of Virtual Reality Based Serious Gaming and Lecture Based Training for Advanced Life Support
Condition: Advanced Cardiac Life Support
Study type: Interventional

Summary: 
      The hypothesis of this study is to reveal whether virtual reality(VR) based Advanced Life
      Support(ALS) serious game module can replace classroom-based ALS lecture, which is part of
      existing ALS training protocol in addition to skills training.
    

Detailed description: 
      The participants consisting of students from Acibadem Mehmet Ali Aydinlar University
      Vocational School for Anesthesiology (N=29) were randomly divided into two groups with 15
      (Conventional training group) and 14 (VR based training group) participants each. The members
      of the conventional group had to complete pretest at the beginning of the study. Afterwards
      they had to take part at an interactive classroom based lecture about ALS. The next step was
      the skills training with task trainers in order to teach them compression skills. Afterwards,
      the conventional group was divided into three blue code teams consisting of each 5
      participants for the simulation session. Two independent instructors evaluated the video
      recordings in terms of technical and nontechnical skills. The final stage of the study were
      completing the post-test. The members of VR group had a similar study flow but they had to
      play with the VR based ALS serious game module instead of the theoretical lecture during the
      study flow. A survey about preference of VR based trainings was conducted for the members of
      the VR group. Mann Whitney U Test and Wilcoxon Signed Ranks Test were used for statistical
      analysis of the two groups' performances in this study.
    

Intervention name(s): ALS VR (VR based serious gaming module for advanced life support training); Lecture based training for advanced life support
Intervention type(s): Other; Other
Intervention description(s): Using VR based serious gaming module for advanced life support training instead of taking part in a classical lecture about advanced life support.; Taking part in a classical lecture about advanced life support.
Allocation: Randomized
Intervention model: Parallel Assignment
Intervention model description: The members of the conventional group had to complete pretest at the beginning of the study. Afterwards they had to take part at an interactive classroom based lecture about ALS. The next step was the skills training with task trainers in order to teach them compression skills. Afterwards, the conventional group was divided into three blue code teams consisting of each 5 participants for the simulation session. Two independent instructors evaluated the video recordings in terms of technical and nontechnical skills. The final stage of the study were completing the post-test. The members of VR group had a similar study flow but they had to play with the VR based ALS serious game module instead of the theoretical lecture. A survey about preference of VR based trainings was conducted for the members of the VR group. Mann Whitney U Test and Wilcoxon Signed Ranks Test were used for statistical analysis of the two groups' performances in this study.
Masking: None (Open Label)
Primary purpose: Other
Keywords: Advanced Cardiac Life Support; Virtual Reality; Serious Game