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Table 1 Demographic information and students’ views on new educational technologies

From: Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma

variable

Frequency (%)

Sex

Male

28 (56.0%)

Female

22 (44.0%)

Age group

20–22

10 (20.0%)

23–25

29 (58.0%)

26≤

11 (22.0%)

Familiarity with e-learning system

Low

28 (56.0%)

Moderate

15 (30.0%)

High

7 (14.0%)

Familiarity with virtual reality-based serious game

Low

30 (60.0%)

Moderate

16 (32.0%)

High

4 (8.0%)

Willingness to teaching by serious game

Low

5 (10.0%)

Moderate

10 (20.0%)

High

35 (70%)