Next level training in logistics: evaluation of a virtual reality-based serious game for warehouse logistics

Author(s):  
C. Schlüter ◽  
V. Kretschmer
2021 ◽  
Author(s):  
Alexis D. Souchet ◽  
Stéphanie Philippe ◽  
Aurélien Lévêque ◽  
Floriane Ober ◽  
Laure Leroy

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


Author(s):  
Ioannis Paliokas ◽  
Elias Kalamaras ◽  
Konstantinos Votis ◽  
Stefanos Doumpoulakis ◽  
Eftychia Lakka ◽  
...  

Author(s):  
Alexis D. Souchet ◽  
Stéphanie Philippe ◽  
Dimitri Zobel ◽  
Floriane Ober ◽  
Aurélien Lévěque ◽  
...  

2020 ◽  
Vol 9 (5) ◽  
pp. 1355 ◽  
Author(s):  
Monia Cabinio ◽  
Federica Rossetto ◽  
Sara Isernia ◽  
Francesca Lea Saibene ◽  
Monica Di Cesare ◽  
...  

Due to the lack of pharmacological treatment for dementia, timely detection of subjects at risk can be of seminal importance for preemptive rehabilitation interventions. The aim of the study was to determine the usability of the smart aging serious game (SASG), a virtual reality platform, in assessing the cognitive profile of an amnestic mild cognitive impairment (aMCI) population, its validity in discriminating aMCI from healthy controls (HC), and in detecting hippocampal degeneration, a biomarker of clinical progression towards dementia. Thirty-six aMCI and 107 HC subjects were recruited and administered the SASG together with a neuropsychological evaluation. All aMCI and 30 HC subjects performed also an MRI for hippocampal volume measurement. Results showed good usability of the SASG despite the low familiarity with technology in both groups. ROC curve analyses showed similar discriminating abilities for SASG and gold standard tests, and a greater discrimination ability compared to non-specific neuropsychological tests. Finally, linear regression analysis revealed that the SASG outperformed the Montreal cognitive assessment test (MoCA) in the ability to detect neuronal degeneration in the hippocampus on the right side. These data show that SASG is an ecological task, that can be considered a digital biomarker providing objective and clinically meaningful data about the cognitive profile of aMCI subjects.


Sign in / Sign up

Export Citation Format

Share Document