Claims

XR-enriched simulations were the most prevalent technology in the reviewed studies (37%, n=65), with reported effectiveness in surgical, anatomical, and procedural skills development

Claim · All claims
Evidence · 1 study · review r2 · q3
Currency · newest study 2024 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q3 i? XR technologies were the most prevalent (65 studies, 37%), demonstrating particular effectiveness in surgical, anatomical learning, and procedural skills development; e-learning platforms followed at 24% (n=42), simulation-based training at 20% (n=35), and serious games at 10% (n=18). → Popov Vitaliy 2024

Evidence

Popov Vitaliy 2024

Popov Vitaliy, Mateju Natalie, Jeske Caris, Lewis Kadriye O. (2024). Metaverse-based simulation: a scoping review of charting medical education over the last two decades in the lens of the 'marvelous medical education machine'. Annals of Medicine. https://doi.org/10.1080/07853890.2024.2424450

q3 · i? · review · r2

Subgroup analysis (Table 2) mapping educational technology, target learner group, and intended learning objective across the 173 included studies; e-learning platforms were second most common at 24% (n=42).

"In 37% of the studies (n = 65), XR-type of technologies were the most prevalent, demonstrating particular effectiveness in surgical, anatomical learning, and procedural skills development."

Discussion

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