虚拟现实模拟和视频讲座对脓肿切开术培训同样有效:多中心随机对照试验

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH SIMULATION & GAMING Pub Date : 2024-03-04 DOI:10.1177/10468781241237545
Henrik Nuutinen, Ville Bister, Virve Koljonen
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引用次数: 0

摘要

引言 该研究旨在评估本科医学生在虚拟现实模拟或视频讲座后进行脓肿切开术的知识和自信心。材料和方法这是一项多中心随机对照试验,时间为 2021 年 10 月至 2022 年 1 月。研究在两所提供医学教育的大学进行。医科本科生被随机分配到完全沉浸式头戴显示器虚拟现实模拟(VR)或视频讲座中。学习前和学习后的问卷调查主要针对自信心和学生对自身能力的评估。参与者是来自东芬兰大学和赫尔辛基大学的三年级、四年级和五年级医学生。所有学生都收到了一封电子邮件,告知他们有机会参加这项自愿性研究。结果42名医学生参与了研究。其中大部分是四年级医学生,52%的参与者以前曾在某种情况下使用过虚拟现实技术,参与者的平均年龄约为 25 岁。两种方法都同样增加了知识和自信心。结论有趣的是,在本研究中,VR 和视频讲座同样增加了知识和专业自信心。
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Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial
IntroductionThe aim of the study was to evaluate undergraduate medical students’ knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge assessment was conducted.Materials and MethodsThis was a multicentre randomised controlled trial from October 2021 to January 2022. The study was carried out at two universities providing medical education. Undergraduate medical students were randomized into either fully immersive head mounted display virtual reality-simulation (VR) or video lecture. Pre- and post-learning surveys probed self-confidence and student’s own assessment of competence. Participants were third-, fourth- and fifth-year medical students from the University of Eastern Finland and the University of Helsinki. All students were sent an email informing them of the opportunity to participate in this voluntary study. All willing students were included in the study.Results42 medical students participated in the study. Most were fourth year medical students, 52% of the participants had previously used VR in some context and the mean age of participants was around 25 years. Both methods increased knowledge and self-confidence equally. In VR subgroup, those with technical support available experienced greater learning than those without.ConclusionsInterestingly, in the present study, both VR and video lecture increased knowledge and professional self-confidence equally.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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