The goal of this randomised controlled trial is to compare the effectiveness of IVR and game-based learning in Interprofessional education (IPE), with significant implications for IPE delivery. The main question it aims to answer is: Does IVR or game-based learning enhance students' interprofessional competencies and learning outcomes in IPE? Which modalities optimise the educational effectiveness for IPE implementation among healthcare students between IVR and game-based learning? Researchers will compare the effectiveness of both IVR training and a mobile gaming platform and identify the optimal modality for IPE implementation. Participants will be randomly assigned to 2 groups: the IVR group that received a one-week IPE training with Immersive Virtual Reality (iHealthEd-IVR); the web-based group that received a one-week IPE training with a web-based serious game (V-Care).
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Intrinsic Motivation Inventory (IMI)
Timeframe: From baseline to the end of the intervention period at 2 weeks
Readiness for Interprofessional Learning Scale (RIPLS)
Timeframe: From baseline to the end of the intervention period at 2 weeks
Brief Sense of Community Scale (BSCS)
Timeframe: From baseline to the end of the intervention period at 2 weeks
Multiple choice questions (MCQs)
Timeframe: From baseline to the end of the intervention period at 2 weeks
Face-to-face semi-structured focus group interviews
Timeframe: After the completion of all the IPE learning activities or the two modalities at 5 weeks