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Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial

Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial

This study included 67 volunteer students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology. The participants, aged between 20-22 years, were in their fourth semester (spring semester 2023-2024) of the anesthesiology program. Five students declined to participate in this study.

Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli, Dilan Cabuk Colak, Tugrul Torun

JMIR Serious Games 2025;13:e68272

Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial

Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial

The study was advertised to fourth-semester (2023-2024 Spring Semester) students at the Vocational School for Anesthesiology at Acibadem Mehmet Ali Aydinlar University, and volunteers were accepted for participation. In total, 62 participants volunteered for the study, including 36 female participants and 26 male participants between 20 and 22 years of age.

Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli

JMIR Serious Games 2024;12:e58654

Comparing the Outcomes of Virtual Reality–Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial

Comparing the Outcomes of Virtual Reality–Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial

In total, 30 third-semester students of Acibadem Mehmet Ali Aydinlar University’s Vocational School for Anesthesiology volunteered to participate in this study. Simulation-based ALS training is part of their regular curriculum. The participants were randomly divided into 2 groups, with 15 participants each in the conventional (hereinafter called “group C”) and VR-based (hereinafter called the “VR group”) training groups. The VR headsets were cleaned with an antiseptic solution before each training session.

Mehmet Emin Aksoy, Arun Ekin Özkan, Dilek Kitapcioglu, Tuba Usseli

JMIR Serious Games 2023;11:e46964