From: Using virtual reality in lumbar puncture training improves students learning experience
All subjects (n = 168) | COHORT 1 Medical students (n = 108) | COHORT 2 Residents and attendings (n = 60) | Mann Withney U | Two samples Z-test | P-value* | |
---|---|---|---|---|---|---|
Satisfaction level (rated 0 to 5) | M = 4.7 (SD ± 0.6) Med = 5.0 (IQR = 5–5) Mode = 5 | M = 4.8 (SD ± 0.5) Med = 5.0 (IQR = 5–5) Mode = 5 | M = 4.5 (SD ± 0.7) Med = 5.0 (IQR = 4–5) Mode = 5 | 2598 | −2.336 | 0.0037 |
Rated interest of VR in addition to simulation (rated 0 to 5) | M = 4.1 (SD ± 1.0) Med = 4.0 (IQR = 4–5) Mode = 5 | M = 4.2 (SD ± 0.9) Med = 4.5 (IQR = 4–5) Mode = 4 | M = 3.9 (SD = 0.9) Med = 4.0 (IQR = 3–5) Mode = 5 | 2641 | −1.971 | 0.0338 |
Rated interest of VR to 2D video (rated 0 to 5) | M = 3.9 (SD ± 1.1) Med = 4.0 (IQR = 3–4) Mode = 4 | M = 4.0 (SD ± 1.0) Med = 4.0 (IQR = 4–5) Mode = 4 | M = 3.7 (SD ± 1.2) Med = 4.0 (IQR = 3–5) Mode = 4 | 2727 | −1.952 | 0.0733 |
Rated interest of extension of VR for other procedures (rated 0 to 5) | M = 4.4 (SD = 0.9) Med = 5.0 (IQR = 4–5) Mode = 5 | M = 4.5 (SD ± 0.9) Med = 5.0 (IQR = 4–5) Mode = 5 | M = 4.4 (SD ± 0.9) Med = 5.0 (IQR = 4–5) Mode = 5 | 3066 | −0.437 | 0.4956 |
Interested in having the video in open-access, n (%) | 122 (73%) | 91 (84%) | 33 (55%) | ─ | ─ | < 0.0001# |