Evaluation of a Virtual Reality-Based Open Educational Resource Software

Author:

Würstle Silvia12,Spanke Lisa-Marie34,Mehlhase Niklas3,Stanley Gail5,Koff Jonathan5,Dimitriadis Stavros6,König Sarah4,Hann Alexander3ORCID

Affiliation:

1. Department of Internal Medicine II, Infectious Diseases, University Hospital Frankfurt, Goethe University Frankfurt, Frankfurt, Germany

2. Department of Internal Medicine II, University Hospital rechts der Isar, School of Medicine, Technical University of Munich, Munich, Germany

3. Interventional and Experimental Endoscopy (InExEn), Department of Internal Medicine II, Gastroenterology, University Hospital Würzburg, Würzburg, Germany

4. Institute of Medical Teaching and Medical Education Research, University Hospital Würzburg, Würzburg, Germany

5. Department of Internal Medicine, Yale School of Medicine, New Haven, CT 06520, USA

6. Department of Gastroenterology, University Hospital Coventry and Warwickshire, Coventry, CV2 2DX, UK

Abstract

OBJECTIVES Virtual reality (VR) teaching methods have potential to support medical students acquire increasing amounts of knowledge. EVENT (Easy VR EducatioN Tool) is an open educational resource software for immersive VR environments, which is designed for use without programming skills. In this work, EVENT was used in a medical student VR course on pancreatic cancer. METHODS Medical students were invited to participate in the course. Before and after VR simulation, participants completed a multiple-choice knowledge assessment, with a maximum score of 10, and a VR experience questionnaire. The primary endpoint compared pre- and post-VR simulation test scores. Secondary endpoints included usability and factors that could affect learning growth and test results. RESULTS Data from 117 of the 135 participating students was available for analysis. Student test scores improved by an average of 3.4 points (95% CI 3.1-3.7, P < 0.001) after VR course. The secondary endpoints of gender, age, prior knowledge regarding the medical subject, professional training completed in the medical field, video game play, three-dimensional imagination skills, or cyber-sickness had no major impact on test scores or final ranking (top or bottom 25%). The 27 students whose post-VR simulation test scores ranked in the top 25% had no prior experience with VR. The average System Usability Scale score was 86.1, which corresponds to an excellent outcome for user-friendliness. Questionnaire responses post-VR simulation show students (81.2% [95/117]) interest in more VR options in medical school. CONCLUSIONS We present a freely available software that allows for the development of VR teaching lessons without programming skills.

Funder

Dr. Hans Fritz Foundation, Stuttgart, Germany

Publisher

SAGE Publications

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Virtual Reality for Synchronous Learning in Higher Education;Lecture Notes in Computer Science;2024

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