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This study evaluates the comparative efficacy of tablet-based and virtual reality (VR)-based serious gaming modules for training medical students in Basic Life Support (BLS) protocols. The primary objective was to determine which platform yields superior learning outcomes by measuring knowledge acquisition through pretest and posttest assessments. The research was conducted as a randomized trial involving 40 participants, with 22 students assigned to the VR group and 18 to the tablet group. Both groups utilized identical educational content aligned with the European Resuscitation Council 2015 guidelines, differing only in the display interface.
The findings indicate that while both training modalities significantly improved participant knowledge, VR-based serious gaming proved more efficient. Statistical analysis using the Student t test revealed that the improvement in posttest scores was significantly higher in the VR group compared to the tablet group (P=.021). Furthermore, effect size calculations using Cohen d demonstrated a stronger impact for the VR module (1.75) than for the tablet-based module (0.89). These results suggest that the immersive nature of VR enhances engagement and learning outcomes, supporting its potential as a high-impact tool for medical education.
The study concludes that serious gaming serves as a valuable, risk-free complement to traditional medical training. Despite the technical requirement for higher-resolution hardware and the need to manage potential issues like motion sickness, the VR platform provided a superior learning environment. The research highlights the growing importance of immersive technologies in healthcare education and suggests that, as these tools become more accessible, they will likely play an increasingly significant role in training health professionals for emergency scenarios.
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European Conference on Games Based Learning (ECGBL) · 2025