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Item type:Publication, Learning by Doing: The Impact of Virtual Reality Scenarios on First Aid Training Effectiveness(2024-01-01) ;Kawmong, Chanikarn ;Kuljittwattana, IttipornMoodleah, SamartLimited accessibility, high costs, and potential lack of user engagement can hinder the effectiveness of traditional first-aid training methods. Thailand serves as a case study, where data from 2017-2021 reveals a concerning incidence of emergency illnesses (12,000 per 100,000 people) and a concerning mortality rate (179.6 per 100,000 people). This study investigates the potential of Virtual Reality (VR) technology as a novel and engaging approach to first-aid t raining, s pecifically de signed for Thai speakers. Participants engaged with a VR first aid training game featuring interactive modules on essential equipment, emergency procedures, and Cardiopulmonary Resuscitation (CPR) with Automated External Defibrillator (AED) u sage. Compared to a control group, participants who trained with the VR First Aid game demonstrated a significant increase in first-aid knowledge (31.00%). Additionally, the VR training method yielded a substantial increase in user satisfaction (42.42%) compared to traditional approaches. These findings highlight V R technology as a promising alternative for first-aid training, potentially offering improved accessibility, engagement, and learning outcomes compared to traditional methods. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Development of Game-Based Learning in Virtual Reality for Fire Safety Training in Thailand(2021-06-30) ;Satapanasatien, Kodchaporn ;Phuawiriyakul, ThanchanokMoodleah, SamartFire incidents damaged both the economy and human life. In the past three decades, 59,387 fire incidents in Thailand approximately lost 40 billion baht and 2,076 deaths. Fire safety training methods are organized in a very limited number each year for many reasons such as training place or safety concern. We propose game-based learning for fire safety training using virtual reality technology. We create five learning lessons based on fire training contents and three playing stages (play, learn and test) that players can interact with. It behaves as a self-learning tool that can be used often and overcome the difficulty in organizing fire safety training. In addition, virtual technology simulates realistic computer graphic contents and rich interactive actions. Most importantly it offers a safe virtual environment; it extends the audience to a wide range of ages. Our game-based training is evaluated, and the result shows that fire safety knowledge is increased by 122% and 63% compared to the non-training and the traditional training respectively as well as users' satisfaction average score is exceeded 90%.
