Virtual team training with Mixed Reality and Virtual Reality - benefits and limitations illustrated on the example of two paramedic classes

被引:0
|
作者
Elsenbast, Christian [1 ]
Dahlmann, Philipp [2 ]
Schnier, Dominik [1 ]
机构
[1] Fraunhofer Inst Expt Software Engn IESE, Res Program Digital Healthcare, Fraunhofer Pl 1, D-67663 Kaiserslautern, Germany
[2] Deggendorf Inst Technol, Dieter Gorlitz Pl 1, D-94469 Deggendorf, Germany
关键词
Virtual Reality; Augmented Reality; Mixed Reality; Extended Reality; Team training; Team resource management; Interprofessional training; Paramedic education; Virtual learning environment; Digital education; SIMULATION; ENVIRONMENTS; EXPERIENCE; INTERFACES; TESTS;
D O I
10.1007/s11042-023-17878-2
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
In the field of medical case simulations, strong technologization has been observed for years, for example through Extended Reality. This study examined the impact of Virtual and Mixed Reality (VR, resp. MR) on the team training of paramedic trainees. In the quasi-experimental cross-sectional controlled comparison study, participants were assigned to an experimental group (= EG, mixed reality with manikin) and a comparison group (= CG, virtual reality without manikin). After a virtual case simulation, "VR sickness", sense of presence, motivation, and sociodemographic variables were elicited. Parametric tests were used for mean comparison and correlation analysis. A total of 20 participants were evaluated in the EG and 16 in the CG. In both groups, high intrinsic motivation (mean 5.32/7), an acceptable sense of spatial presence (mean 4.24/6), and advanced usability (mean 68.54/100), were observed. VR sickness symptoms were present (SSQ total score: 11.43). In both groups, correlation was found between Identified Regulation and Usability (EG: r = .74, p < .001, CG: r = .76, p < .001). The same pattern could be observed for Intrinsic Motivation and Usability (EG: r = .83, p < .001, CG: r = .70, p = .003). Spatial Presence and Usability were also correlated in both groups (EG: r = .71, p < .001, CG: r = .61, p = .01). A significant mean score difference (p = .021) was found for Amotivation between the EG (Mean = 1.92/6) and the CG (Mean = 1.56/6). VR and MR are potential learning methods if they are implemented in a planned manner by competent faculty. Our recommendation is to use setup checklists, but also a competence-oriented approach, considering fiction contract and structured debriefing. The use of wireless head-mounted displays and "data gloves" is also recommended.
引用
收藏
页码:63871 / 63895
页数:25
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