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. 2022 Apr 7;10(2):e34373. doi: 10.2196/34373

Table 2.

Learner behavior differences for each variable in each intervention.

Variable, intervention Mean (SD)a t value (df) P value Cohen db
Mood

Virtual reality drawing 0.59 (0.5) 4.842 (15) <.001 c 1.21

Conventional drawing 0.63 (0.8) 2.953 (15) .01 c 0.74
Attention

Virtual reality drawing 0.63 (0.5) 5.371 (15) <.001 c 1.34

Conventional drawing 0.69 (0.6) 4.198 (15) <.001 c 1.05
Activity

Virtual reality drawing 0.25 (0.4) 2.449 (15) .03 c 0.61

Conventional drawing 0.09 (0.4) 0.899 (15) .38 0.22
Impulses

Virtual reality drawing 0.19 (0.4) 1.861 (15) .08 0.46

Conventional drawing 0.25 (0.6) 1.732 (15) .10 0.43
Anxiety

Virtual reality drawing 0.09 (0.4) 1.000 (15) .33 0.25

Conventional drawing 0.28 (0.5) 2.058 (15) .06 0.51
Withdrawal

Virtual reality drawing 0.09 (0.3) 1.379 (15) .19 0.34

Conventional drawing 0.38 (0.6) 2.423 (15) .03 c 0.61
Totald

Virtual reality drawing 1.84 (1.5) 5.020 (15) <.001 c 1.25

Conventional drawing 2.31 (2.5) 3.720 (15) .002 c 0.93

aA mean score of 0 represents no change. Higher scores reflect better behavior. If the blinded staff members guessed the activity a participant completed, they were correct only at chance level (17/32, 53%).

bCohen d effect size interpretation: 0.2=small effect size, 0.5=medium effect size, and 0.8=large effect size.

cSignificant values (P<.05) are italicized.

dTotal score indicates the sum of all subscales.