2022
DOI: 10.3390/jpm12020218
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Effectiveness of Virtual Reality-Based Training on Oral Healthcare for Disabled Elderly Persons: A Randomized Controlled Trial

Abstract: (1) Background: Virtual reality (VR) technology is a widely used training tool in medical education. The present study aimed to evaluate the effectiveness of VR training of oral hygiene students on providing oral healthcare to disabled elderly persons. (2) Methods: A randomized controlled trial was conducted. In 2021, oral hygiene students were randomly assigned to a VR experimental group (EG; n = 11) and a control group (CG; n = 12). The EG received two-hour, thrice-repeated VR-based training interventions at… Show more

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Cited by 23 publications
(36 citation statements)
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“…The majority of studies used virtual scenarios to give VR training by simulating the actual tasks or workflow processes. 6 , 17 , 19 21 , 23 , 37 Three studies incorporated pre-recorded videos for training purposes. 22 , 37 , 38 Two studies used experiential learning to help medical professionals understand the difficulties that patients faced, such as language barriers, cultural barriers, financial limits, or the impact of the disease.…”
Section: Resultsmentioning
confidence: 99%
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“…The majority of studies used virtual scenarios to give VR training by simulating the actual tasks or workflow processes. 6 , 17 , 19 21 , 23 , 37 Three studies incorporated pre-recorded videos for training purposes. 22 , 37 , 38 Two studies used experiential learning to help medical professionals understand the difficulties that patients faced, such as language barriers, cultural barriers, financial limits, or the impact of the disease.…”
Section: Resultsmentioning
confidence: 99%
“…The majority of studies for clinical care were primarily focused on providing patients with virtual environments in which they were required to execute physical or mental tasks and activities. 6 , 25 , 29 , 31 , 33 35 , 39 Four studies explored virtual nature experiences as relaxation or distraction therapies for stress and pain management. 16 , 26 , 40 Four studies employed VR-based games as rehabilitation interventions (motor and cognitive functions).…”
Section: Resultsmentioning
confidence: 99%
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