Background: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective: The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods: Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of t...
Serious games involving virtual patients in medical education can provide a controlled setting withi...
PurposeTo estimate the effect size of a serious game for cardiopulmonary resuscitation (CPR) trainin...
This study explored the value of Second Life as a clinical simulation platform for healthcare studen...
Background: Emergency medical practices are often team efforts. Training for various tasks and colla...
Abstract Background Multiplayer virtual world (MVW) technology creates opportunities to practice med...
In medicine, education and recurrent training is fundamental for efficient and safe care. In emerge...
BACKGROUND The main functions of healthcare professionals include training and health education. ...
Objectives: Cardiopulmonary resuscitation (CPR) is lifesaving. Yet, cardiac arrest survival remains ...
Cardiopulmonary resuscitation (CPR) is a lifesaving emergency procedure. To increase survival rates,...
Introduction Communication between ambulance professionals and patients is essential for understand...
Background: A research study has been performed in order to confirm the validity of using virtual wo...
Simulation training is an effective way of teaching in healthcare, yet it requires a great deal of t...
Introduction Immediate initiation of cardiopulmonary resuscitation significantly increases the chan...
PurposeTo estimate the effect size of a serious game for cardiopulmonary resuscitation (CPR) trainin...
Background: Virtual reality (VR) is increasingly used as simulation technology in emergency medicine...
Serious games involving virtual patients in medical education can provide a controlled setting withi...
PurposeTo estimate the effect size of a serious game for cardiopulmonary resuscitation (CPR) trainin...
This study explored the value of Second Life as a clinical simulation platform for healthcare studen...
Background: Emergency medical practices are often team efforts. Training for various tasks and colla...
Abstract Background Multiplayer virtual world (MVW) technology creates opportunities to practice med...
In medicine, education and recurrent training is fundamental for efficient and safe care. In emerge...
BACKGROUND The main functions of healthcare professionals include training and health education. ...
Objectives: Cardiopulmonary resuscitation (CPR) is lifesaving. Yet, cardiac arrest survival remains ...
Cardiopulmonary resuscitation (CPR) is a lifesaving emergency procedure. To increase survival rates,...
Introduction Communication between ambulance professionals and patients is essential for understand...
Background: A research study has been performed in order to confirm the validity of using virtual wo...
Simulation training is an effective way of teaching in healthcare, yet it requires a great deal of t...
Introduction Immediate initiation of cardiopulmonary resuscitation significantly increases the chan...
PurposeTo estimate the effect size of a serious game for cardiopulmonary resuscitation (CPR) trainin...
Background: Virtual reality (VR) is increasingly used as simulation technology in emergency medicine...
Serious games involving virtual patients in medical education can provide a controlled setting withi...
PurposeTo estimate the effect size of a serious game for cardiopulmonary resuscitation (CPR) trainin...
This study explored the value of Second Life as a clinical simulation platform for healthcare studen...