Comparing the blend of manikin based simulation and virtual reality based training with mixed reality based training for basic life support: a randomized control trial

Virtual Reality (VR) is effective for teaching theoretical knowledge, while manikin-based simulations are essential for hands-on skill development. Mixed Reality (MR), which offers haptic feedback, have the potential to teach both knowledge and practical skills. This study evaluates whether MR-based serious games with an integrated manikin can achieve learning outcomes comparable to the blended use of VR-based serious games and manikin-based training. Thirty-two fourth-semester students from Acıbadem Mehmet Ali Aydınlar University voluntarily participated and were randomly assigned to two groups: the VR + M Group (n = 16), trained with the blend of VR-based serious games and manikin-based simulation, and the MR Group (n = 16), trained with MR-based serious games. All participants completed a pretest before training. The VR + M Group underwent VR training and an exam, followed by manikin-based skills training and a hands-on exam. Their overall performance score was the average of the VR and manikin-based exam scores. The MR Group completed MR training and an MR-based exam. Both groups completed a posttest after training. Post-test scores improved significantly in both groups. A statistically significant difference was observed between the overall exam scores of the two groups, with the MR Group scoring higher on average. MR-based serious gaming, when integrated with manikin interaction, shows strong potential as an alternative training method for simulation-based Basic Life Support training.

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Publication Details

Journal
Virtual Reality
Published
2025-12-27
DOI
https://doi.org/10.1007/s10055-025-01298-8
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Comparing the blend of manikin based simulation and virtual reality based training with mixed reality based training for basic life support: a randomized control trial

Mehmet Emin Aksoy, Tuba Usseli, Arun Ekin Özkan, Dilek Kitapcioglu
Virtual Reality
Virtual Reality Applications and Impacts
article

Comparing the blend of manikin based simulation and virtual reality based training with mixed reality based training for basic life support: a randomized control trial

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

Abstract

Virtual Reality (VR) is effective for teaching theoretical knowledge, while manikin-based simulations are essential for hands-on skill development. Mixed Reality (MR), which offers haptic feedback, have the potential to teach both knowledge and practical skills. This study evaluates whether MR-based serious games with an integrated manikin can achieve learning outcomes comparable to the blended use of VR-based serious games and manikin-based training. Thirty-two fourth-semester students from Acıbadem Mehmet Ali Aydınlar University voluntarily participated and were randomly assigned to two groups: the VR + M Group (n = 16), trained with the blend of VR-based serious games and manikin-based simulation, and the MR Group (n = 16), trained with MR-based serious games. All participants completed a pretest before training. The VR + M Group underwent VR training and an exam, followed by manikin-based skills training and a hands-on exam. Their overall performance score was the average of the VR and manikin-based exam scores. The MR Group completed MR training and an MR-based exam. Both groups completed a posttest after training. Post-test scores improved significantly in both groups. A statistically significant difference was observed between the overall exam scores of the two groups, with the MR Group scoring higher on average. MR-based serious gaming, when integrated with manikin interaction, shows strong potential as an alternative training method for simulation-based Basic Life Support training.

Virtual RealityVol. 30(1)
Kent Hastanesi (TR), Acıbadem Adana Hospital (TR), Boğaziçi University (TR)
Openalex Percentile: Top 34%
Virtual Reality Applications and Impacts
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