用于儿科创伤教育的虚拟现实技术--面孔和内容验证研究

Fabio Botelho, Said Ashkar, Shreenik Kundu, TJ Mathews, Elena Guadagno, Jason Harley, Dan D Poenaru
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引用次数: 0

摘要

目的:小儿创伤是导致儿童死亡和残疾的主要原因。虽然创伤教育可以改善这些结果,但它仍然很昂贵,而且在全球范围内只有少数医疗机构可以提供。虚拟现实(VR)等创新教育技术是实现创伤教育民主化的关键。因此,本研究评估了旨在提高儿科创伤技能的 VR 平台的表面有效性和内容有效性。具体来说,我们试图确定该平台是否有效地展示了受伤儿童的情况,并全面涵盖了在创伤团队中成功救治受伤儿童的基本任务:方法:邀请医生测试一个模拟儿童钝性头部和躯干创伤的 VR 平台。模拟结束后,他们填写了调查问卷,评估情景的表面和内容效度,包括他们对平台的逼真度、互动性、易用性和教育内容的看法。此外,他们还填写了一份晕机问卷。此外,还收集了人口统计学数据,包括年龄、性别、医学教育国家和以前使用 VR 的经验。对结果进行了描述性分析:来自 8 个不同国家的 11 名医生测试了 VR 平台。大多数人(87%)认为该平台很有价值,81%的人在培训中更喜欢使用该平台,而不是高仿真人体模型。该平台在非技术技能培训方面获得的好评(中位数:5,IQR:5.0 至 5.0)多于技术技能培训(中位数:4,IQR:3.0 至 5.0)。在晕机方面,73%的参与者表示在模拟过程中出现过任何不适或轻微不适,没有人因不适而需要停止测试:我们对设计用于儿科创伤教育的 VR 平台进行的初步验证是积极的。参与者认可 VR 及其提高成绩的潜力,尤其是在非技术技能方面。受到这些结果的鼓舞,我们将继续进行可行性和实施研究,将 VR 与高保真人体模型进行比较。
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Virtual Reality for Pediatric Trauma Education - A Face and Content Validation Study
Purpose: Pediatric trauma is a leading cause of death and disability among children. While trauma education can improve these outcomes, it remains expensive and available only to a few providers worldwide. Innovative educational technologies like virtual reality (VR) can be key to democratizing trauma education. This study, therefore, evaluates the face and content validity of a VR platform designed to enhance pediatric trauma skills. Specifically, we seek to determine whether the platform effectively presents an injured child and comprehensively covers the essential tasks to successfully treat them within a trauma team. Methods: Physicians were invited to test a VR platform simulating a child with blunt head and truncal trauma. After the simulation, they filled out surveys assessing the face and content validity of the scenario, including their opinions on the realism, interaction, ease of use, and the educational content of the platform. Additionally, they completed a cybersickness questionnaire. Demographic data were also collected, including age, gender, country of medical education, and previous experience with VR. A descriptive analysis was performed. Results: Eleven physicians graduated from eight different countries tested the VR platform. Most (87%) found it valuable, and 81% preferred using it over high-fidelity mannequins for training purposes. The platform received more favorable evaluations for non-technical skills training (median: 5, IQR: 5.0 to 5.0) than for technical skills (median: 4, IQR: 3.0 to 5.0). Regarding cybersickness, 73% of the participants reported experiencing any or minimal discomfort during the simulation, and none needed to stop the test due to discomfort. Conclusion: Our initial validation of a VR platform designed for pediatric trauma education was positive. Participants endorsed VR and its potential to enhance performance, particularly in non-technical skills. Encouraged by these results, we will proceed with feasibility and implementation studies, comparing VR to high-fidelity mannequins.
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