Published on in Vol 7, No 2 (2019): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13442, first published .
Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality–Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial

Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality–Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial

Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality–Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial

Authors of this article:

Emin Aksoy1 Author Orcid Image

Journals

  1. Barsom E, Duijm R, Dusseljee‐Peute L, Landman‐van der Boom E, van Lieshout E, Jaspers M, Schijven M. Cardiopulmonary resuscitation training for high school students using an immersive 360‐degree virtual reality environment. British Journal of Educational Technology 2020;51(6):2050 View
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  3. Moore N, Yoo S, Poronnik P, Brown M, Ahmadpour N. Exploring User Needs in the Development of a Virtual Reality–Based Advanced Life Support Training Platform: Exploratory Usability Study. JMIR Serious Games 2020;8(3):e20797 View
  4. Javaid M, Khan I. Internet of Things (IoT) enabled healthcare helps to take the challenges of COVID-19 Pandemic. Journal of Oral Biology and Craniofacial Research 2021;11(2):209 View
  5. Buttussi F, Chittaro L, Valent F. A virtual reality methodology for cardiopulmonary resuscitation training with and without a physical mannequin. Journal of Biomedical Informatics 2020;111:103590 View
  6. Siqueira T, Nascimento J, Oliveira J, Regino D, Dalri M. The use of serious games as an innovative educational strategy for learning cardiopulmonary resuscitation: an integrative review. Revista Gaúcha de Enfermagem 2020;41 View
  7. Plotzky C, Lindwedel U, Sorber M, Loessl B, König P, Kunze C, Kugler C, Meng M. Virtual reality simulations in nurse education: A systematic mapping review. Nurse Education Today 2021;101:104868 View
  8. Mansoory M, Khazaei M, Azizi S, Niromand E. Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma. BMC Medical Education 2021;21(1) View
  9. Chang A, Lin P, Lin P, Lin Y, Kabasawa Y, Lin C, Huang H. Effectiveness of Virtual Reality-Based Training on Oral Healthcare for Disabled Elderly Persons: A Randomized Controlled Trial. Journal of Personalized Medicine 2022;12(2):218 View
  10. Hwang G, Chang C, Ogata H. The effectiveness of the virtual patient-based social learning approach in undergraduate nursing education: A quasi-experimental study. Nurse Education Today 2022;108:105164 View
  11. Alizadeh M, Heidari F, Mirzazadeh A, Peighambardoust S, Beheshtizadeh F, Angouraj Taghavi A, Saramad A, Janani L, Hassanzadeh G. Comparing flow experience of medical students in cognitive, behavioral, and social educational games: A quasi-experimental study. Journal of Medical Education Development 2022;15(47):36 View
  12. Lem W, Kohyama-Koganeya A, Saito T, Oyama H. Virtual reality-based anti-stigma (VRAS) application for depression stigma education. The Japanese Journal for Medical Virtual Reality 2021;18(1):9 View
  13. Ryan G, Callaghan S, Rafferty A, Higgins M, Mangina E, McAuliffe F. Learning Outcomes of Immersive Technologies in Health Care Student Education: Systematic Review of the Literature. Journal of Medical Internet Research 2022;24(2):e30082 View
  14. Ricci S, Calandrino A, Borgonovo G, Chirico M, Casadio M. Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training. JMIR Serious Games 2022;10(1):e28595 View
  15. Moll-Khosrawi P, Falb A, Pinnschmidt H, Zöllner C, Issleib M. Virtual reality as a teaching method for resuscitation training in undergraduate first year medical students during COVID-19 pandemic: a randomised controlled trial. BMC Medical Education 2022;22(1) View
  16. Fu Y, Hu Y, Sundstedt V. A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare. ACM Transactions on Computing for Healthcare 2022;3(2):1 View
  17. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  18. Du W, Zhong X, Jia Y, Jiang R, Yang H, Ye Z, Zong Z. A Novel Scenario-Based, Mixed-Reality Platform for Training Nontechnical Skills of Battlefield First Aid: Prospective Interventional Study. JMIR Serious Games 2022;10(4):e40727 View
  19. Kiyozumi T, Ishigami N, Tatsushima D, Araki Y, Sekine Y, Saitoh D. Development of virtual reality content for learning Japan Prehospital Trauma Evaluation and Care initial assessment procedures. Acute Medicine & Surgery 2022;9(1) View
  20. Lauridsen K, Løfgren B, Brogaard L, Paltved C, Hvidman L, Krogh K. Cardiopulmonary Resuscitation Training for Healthcare Professionals. Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 2022;17(3):170 View
  21. Sadeghi A, Peek J, Max S, Smit L, Martina B, Rosalia R, Bakhuis W, Bogers A, Mahtab E. Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study. JMIR Serious Games 2022;10(1):e30456 View
  22. Chang Y, Wu K, Yang H, Lin C, Huang T, Yu Y, Hu Y, Baig M. Effects of different cardiopulmonary resuscitation education interventions among university students: A randomized controlled trial. PLOS ONE 2023;18(3):e0283099 View
  23. Kim H, You J. A Study on the Development of Cabin Safety Learning Contents Using Virtual Reality Technology (VR). Journal of the Korean Society for Aviation and Aeronautics 2023;31(2):25 View
  24. Akaltan K, Önder C, Vural Ç, Orhan K, Akdoğan N, Atakan C. The effect of game‐based learning on basic life support skills training for undergraduate dental students. Journal of Dental Education 2023;87(10):1458 View
  25. Ismaeel N, Mohammed H, Chaloob I, Kwekha-Rashid A, Alhayani B, Alkhayyat A, Abbas S, Dauwed M, Alkawak O. Application of Healthcare Management Technologies for COVID-19 Pandemic Using Internet of Things and Machine Learning Algorithms. Wireless Personal Communications 2023 View
  26. Abbas J, Chu M, Jeyarajah C, Isba R, Payton A, McGrath B, Tolley N, Bruce I. Virtual reality in simulation-based emergency skills training: A systematic review with a narrative synthesis. Resuscitation Plus 2023;16:100484 View
  27. Alcázar Artero P, Greif R, Cerón Madrigal J, Escribano D, Pérez Rubio M, Alcázar Artero M, López Guardiola P, Mendoza López M, Melendreras Ruiz R, Pardo Ríos M. Teaching cardiopulmonary resuscitation using virtual reality: A randomized study. Australasian Emergency Care 2024;27(1):57 View
  28. Aksoy M, Özkan A, Kitapcioglu D, Usseli T. Comparing the Outcomes of Virtual Reality–Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial. JMIR Serious Games 2023;11:e46964 View
  29. Plotzky C, Loessl B, Kuhnert B, Friedrich N, Kugler C, König P, Kunze C. My hands are running away – learning a complex nursing skill via virtual reality simulation: a randomised mixed methods study. BMC Nursing 2023;22(1) View
  30. Jang M. Analysis of Nursing Students’ CPR Learning Experience Using Web-based Virtual Simulation: Focusing on Reflection Journals Based on Feedback Log. Journal of Korea Society for Simulation in Nursing 2023;11(2):121 View
  31. Fijačko N, Masterson Creber R, Metličar Š, Strnad M, Greif R, Štiglic G, Skok P. Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial. JMIR Serious Games 2024;12:e56037 View
  32. Aster A, Laupichler M, Zimmer S, Raupach T. Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness. Advances in Health Sciences Education 2024 View
  33. Bijl A, Veldkamp B, Wools S, de Klerk S. Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment. Educational technology research and development 2024 View
  34. Damar M, Küme T, Yüksel İ, Çetinkol A, K. Pal J, Safa Erenay F. Medical Informatics as a Concept and Field-Based Medical Informatics Research: The Case of Turkey. Düzce Tıp Fakültesi Dergisi 2024;26(1):44 View
  35. Sheth V, Priyal A, Mehta K, Desai N, Shah M. Schematized study for tackling COVID-19 with Machine Learning (ML), Artificial Intelligence (AI), and Internet of Things (IoT). Intelligent Pharmacy 2024 View
  36. Cheng A, Fijacko N, Lockey A, Greif R, Abelairas-Gomez C, Gosak L, Lin Y. Use of augmented and virtual reality in resuscitation training: A systematic review. Resuscitation Plus 2024;18:100643 View
  37. Lin P, Wung S, Lin P, Lin Y, Lin C, Huang H. Virtual reality-based simulation learning on geriatric oral health care for nursing students: a pilot study. BMC Oral Health 2024;24(1) View

Books/Policy Documents

  1. Butt S, Gochhait S, Andleeb S, Adeel M. Digital Entertainment. View
  2. Nery Mendes I, de Araújo Nogueira M, Valente Mendes F, Noura Teixeira O, Almeida dos Santos V. Computer Game Development. View
  3. Polat M, Izzetoglu K, Aksoy M, Kitapcioglu D, Usseli T, Yoner S. Augmented Cognition. View