Control group | Study group | P value | |
---|---|---|---|
Students (n=) | 105 | 59 | n. a. |
Gender (male/female in %) | 41/59 | 44/56 | 0.7 |
Age (mean ± standard deviation) | 25.49 ± 3.08 | 24.78 ± 2.24 | 0.15 |
Semester in medical school (mean ± standard deviation) | 8.88 ± 1.18 | 9.1 ± 1.2 | 0.26 |
Nursing/paramedic experience (in%) | 11.4 | 13.6 | 0.57 |
Possesses a smartphone (in%) | 99 | 100 | 0.45 |
Possesses a tablet (in%) | 61.9 | 67.8 | 0.45 |
Possesses a gaming console (in%) | 23.8 | 27.1 | 0.76 |
Active on social media (in%) | 81.9 | 81.4 | 0.93 |
Knowledge of programming language (in%) | 15.2 | 11.9 | 0.44 |
Previous contact with AR/VR (in%) | 15.2 | 11.9 | 0.55 |