Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-11-04 DOI:10.2196/57117
Andrea N Neher, Rafael Wespi, Benjamin D Rapphold, Thomas C Sauter, Juliane E Kämmer, Tanja Birrenbach
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Abstract

Background: Effective interprofessional teamwork is vital for ensuring high-quality patient care, especially in emergency medicine. However, interprofessional education often fails to facilitate meaningful interaction among health care disciplines. It is therefore imperative to afford early opportunities for cultivating interprofessional teamwork skills. While in-person simulation-based training has been shown to improve performance, this is resource-intensive, especially if it involves multiple professions. Virtual reality (VR)-based training is an innovative instructional approach that demands fewer resources and offers the flexibility of location-independent learning.

Objective: This study aimed to develop and evaluate the acceptance, learning outcome, and feasibility of an interprofessional team (INTEAM) training course that included a VR simulation of a neurological emergency case.

Methods: This 1-group study used a pre- and posttest design to evaluate the 2-hour INTEAM training course for nursing and medical students. The course included an e-learning part, VR simulation, and debriefing. The main learning objectives were derived from the entrustable professional activity 6, namely to handle a common problem in emergency medicine (headache due to subarachnoid hemorrhage and epileptic seizure) that requires interprofessional collaboration, including a structured handover. We used validated and self-constructed questionnaires, pre- and posttests, and open questions to assess the acceptance, learning outcome, and feasibility of the course.

Results: The data of 42 students (21 nursing and 21 medical students) were analyzed and showed good usability in the System Usability Scale (median 72.5, IQR 65-80). The perception of usefulness (median 6, IQR 5.8-6.9) and ease of use (median 5.9, IQR 5.1-6.3) was good among all students. There was a significant increase in the handover performance from pre- (median 8, IQR 6-9) to posttraining (median 8, IQR 7-9; z=-2.01; P=.045; r=0.33) and of the confidence in caring for patients with seizures (median 3, IQR 2-3 and median 3.5, IQR 3-4, respectively; z=-3.8; P<.001; r=0.60). In 67% (14/21) of the simulations, technical issues occurred, but all simulations could be carried out completely.

Conclusions: The new INTEAM training course was well received by nursing and medical students. The handover skills and confidence in caring for patients with seizures were improved after the course. Despite technical challenges with the VR simulations, none required termination, and this demonstrates that our approach is feasible. These promising results encourage the use of VR simulations for team training in the education of nursing and medical students.

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利用虚拟现实技术进行跨专业团队培训:接受度、学习成果和可行性评估研究。
背景:有效的跨专业团队合作对于确保高质量的患者护理至关重要,尤其是在急诊医学领域。然而,跨专业教育往往无法促进医疗保健学科之间进行有意义的互动。因此,必须尽早提供机会培养跨专业团队合作技能。虽然面对面的模拟培训已被证明可以提高绩效,但这种培训需要大量资源,尤其是在涉及多个专业的情况下。基于虚拟现实(VR)的培训是一种创新的教学方法,它所需的资源较少,并能提供不受地点限制的学习灵活性:本研究旨在开发和评估跨专业团队(INTEAM)培训课程的接受度、学习效果和可行性,该课程包括神经科急诊病例的 VR 模拟:本研究分为 1 组,采用前测和后测设计,对面向护理专业和医学专业学生的 2 小时 INTEAM 培训课程进行评估。课程包括电子学习部分、VR 模拟和汇报。主要学习目标源自委托专业活动 6,即处理急诊医学中需要跨专业合作的常见问题(蛛网膜下腔出血和癫痫发作导致的头痛),包括结构化交接。我们采用了经过验证的自制问卷、前测和后测以及开放性问题来评估课程的接受度、学习效果和可行性:对 42 名学生(21 名护理专业学生和 21 名医学专业学生)的数据进行了分析,结果显示系统可用性量表(中位数 72.5,IQR 65-80)显示可用性良好。所有学生对有用性(中位数 6,IQR 5.8-6.9)和易用性(中位数 5.9,IQR 5.1-6.3)的感知良好。从培训前(中位数为 8,IQR 为 6-9)到培训后(中位数为 8,IQR 为 7-9;z=-2.01;P=.045;r=0.33),交接班表现和护理癫痫发作患者的信心均有明显提高(分别为中位数 3,IQR 为 2-3 和中位数 3.5,IQR 为 3-4;z=-3.8;PConclusions):新的 INTEAM 培训课程深受护理和医科学生的欢迎。课程结束后,护理癫痫发作患者的交接技能和信心都得到了提高。尽管 VR 模拟存在技术难题,但没有一个需要终止,这表明我们的方法是可行的。这些令人鼓舞的结果鼓励在护理和医科学生的教育中使用 VR 模拟进行团队培训。
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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.
期刊最新文献
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial. Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications. Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study. Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience.
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