Fire is a major hazard in built environments. Fires in buildings cause fatalities, serious injuries and tremendous damage. Most fires can be extinguished in the early stages of the fire's development, with the right equipment and correct use of the equipment. However, as there can be as little as a few minutes between a fire starting and very dire consequences, rapid and correct responses are critical. Implementing effective training solutions is necessary to enable members of the public, who are not experts in fire safety, to use a fire extinguisher correctly. This can assist to build resilience to fires. In recent decades, virtual reality (VR) has aroused the fire safety community's attention, as a smart, safe and effective training method compared to the traditional methods of lectures, non-interactive videos, and brochures. VR has been used for training for fire emergency preparedness and to collect data about evacuee decision-making, but VR has rarely been applied to a fully immersive training experience about fire extinguishers operation steps. Fire extinguisher operation steps are Pull, Aim, Squeeze and Sweep. Each step is critical to quickly extinguish a fire. This paper compares fire extinguisher training using a VR simulation with a non-interactive training video and evaluates the trainees learning of a fire extinguisher's basic operation steps, in terms of knowledge acquisition, retention of information and change of self-efficacy. The results showed that the VR trainees scored better than video trainees, in terms of knowledge acquisition, even if the same trend was observed for long term retention of information. It was also observed that VR training provided a higher increment of self-efficacy right after the training. The VR group participants had maintained the same level of self-efficacy even 3-4 weeks after the training, while the video group had shown a significant drop of self-efficacy.
In a healthcare context, the success of a fire safety procedure in a real-life emergency mainly depends on staff decisions and actions. One of the factors influencing staff decision-making is their training. In most healthcare facilities, safety educators use slide-based lectures as a training tool. Virtual Reality (VR) is gaining fire safety community attention for being an interesting training tool. However, few studies have assessed the effectiveness of VR-based fire safety training simulators compared with a slide-based lecture. The present research proposes a novel non-immersive VR-based training for healthcare fire safety education. This paper describes the prototyping steps required to develop a nonimmersive VR serious game (SG) to train the staff of Vincent Van Gogh (VVG) hospital in Belgium.The paper finally validates the VR SG comparing its effectiveness against slide-based lecture training. 78 staff from VVG hospital in Belgium participated in this study. They were divided into two groups: Group A was trained using a slide-based lecture, and Group B was trained using the VR SG. The results indicated that the VR SG was more effective than the slide-based lecture in terms of knowledge acquisition and retention and in terms of self-efficacy increment in short and long terms than the slidebased lecture.
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