Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-03-15 DOI:10.2196/49218
Sylvain Chamot, Isabelle Mahieu, Marion Delzard, Léa Leroy, Gwen Marhic, Maxime Gignon
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Abstract

Background: The construction field is highly concerned with the risk of work-related accidents, and training employees is difficult due to their small numbers in most companies.

Objective: This study aimed to study the impact of a virtual reality (VR) training tool following a periodic occupational health medical visit on the feeling of personal effectiveness in preventing occupational risks related to co-activity on a construction site.

Methods: We conducted a cross-sectional study with employees who had a periodic medical visit between April 1, 2022, and October 13, 2022, in a French occupational health service specializing in the construction field (Services Médicaux Interentreprises Bâtiment Travaux Publics [SMIBTP]). The employees were divided into 2 groups according to the training received: a medical visit alone or coupled with a session with a VR tool. We compared the scores for a "feeling of self-efficacy in occupational risk prevention" using the Fisher exact test.

Results: Of the 588 employees included, 210 had a medical visit alone, and 378 had a medical visit coupled with VR training. Training with the VR tool was associated with an increased "feeling of self-efficacy in occupational risk prevention." The employees who benefited from the training reported a willingness to apply the advice given on prevention to a greater extent than those who did not, and they believed that risks on the worksite could be reduced using this tool.

Conclusions: Using VR training as a complement to periodic medical visits in an occupational health service improves the feeling of personal effectiveness in occupational risk prevention at the end of the training. If this trend is confirmed over a longer period of time, it could be an easily accessible prevention lever for employees in the future.

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使用虚拟现实工具在建筑领域提供定期体检后的初级预防培训:横断面研究。
背景:建筑领域高度关注与工作相关的事故风险,由于大多数公司的员工人数较少,因此很难对员工进行培训:本研究旨在研究在定期职业健康体检后使用虚拟现实(VR)培训工具,对建筑工地上预防与共同活动相关的职业风险的个人有效性的影响:我们对 2022 年 4 月 1 日至 2022 年 10 月 13 日期间在法国一家专门从事建筑行业的职业健康服务机构(Services Médicaux Interentreprises Bâtiment Travaux Publics [SMIBTP])进行定期体检的员工进行了横断面研究。根据接受培训的情况,员工被分为两组:单独就诊组和结合使用 VR 工具组。我们用费雪精确检验法比较了 "职业风险预防自我效能感 "的得分:在 588 名员工中,210 人只接受了医疗检查,378 人在接受医疗检查的同时接受了 VR 培训。使用 VR 工具进行培训与 "职业风险预防自我效能感 "的提高有关。与未接受培训的员工相比,从培训中获益的员工表示更愿意应用所提供的预防建议,而且他们认为可以利用这一工具降低工作场所的风险:结论:将 VR 培训作为职业健康服务中定期医疗访问的补充,可在培训结束时提高个人在职业风险预防方面的有效性。如果这一趋势能在更长的时间内得到证实,那么在未来,它将成为员工易于使用的预防工具。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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