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Exploring Virtual Worlds for Scenario-Based Repeated Team Training of Cardiopulmonary Resuscitation in Medical Students

机译:探索虚拟世界,进行基于场景的医学生心肺复苏的重复团队训练

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Background: Contemporary learning technologies, such as massively multiplayer virtual worlds (MMVW), create new means for teaching and training. However, knowledge about the effectiveness of such training is incomplete, and there are no data regarding how students experience it. Cardiopulmonary resuscitation (CPR) is a field within medicine in high demand for new and effective training modalities.Objective: In addition to finding a feasible way to implement CPR training, our aim was to investigate how a serious game setting in a virtual world using avatars would influence medical students’ subjective experiences as well as their retention of knowledge.Methods: An MMVW was refined and used in a study to train 12 medical students in CPR in 3-person teams in a repeated fashion 6 months apart. An exit questionnaire solicited reflections over their experiences. As the subjects trained in 4 CPR scenarios, measurements of self-efficacy, concentration, and mental strain were made in addition to measuring knowledge. Engagement modes and coping strategies were also studied. Parametric and nonparametric statistical analyses were carried out according to distribution of the data.Results: The majority of the subjects reported that they had enjoyed the training, had found it to be suitable, and had learned something new, although several asked for more difficult and complex scenarios as well as a richer virtual environment. The mean values for knowledge dropped during the 6 months from 8.0/10 to 6.25/10 (P = .002). Self-efficacy increased from before to after each of the two training sessions, from 5.9/7 to 6.5/7 (P = .01) after the first and from 6.0/7 to 6.7/7 (P = .03) after the second. The mean perceived concentration value increased from 54.2/100 to 66.6/100 (P = .006), and in general the mental strain was found to be low to moderate (mean = 2.6/10).Conclusions: Using scenario-based virtual world team training with avatars to train medical students in multi-person CPR was feasible and showed promising results. Although we found no evidence of stimulated recall of CPR procedures in our test-retest study, the subjects were enthusiastic and reported increased concentration during the training. We also found that subjects’ self-efficacy had increased after the training. Despite the need for further studies, these findings imply several possible uses of MMVW technology for future emergency medical training.
机译:背景:当代的学习技术,例如大型多人虚拟世界(MMVW),为教学和培训创造了新的手段。但是,有关这种培训的有效性的知识还不完整,没有关于学生如何体验的数据。心肺复苏(CPR)是医学领域中对新的有效训练方式的高需求。目的:除了找到实施CPR训练的可行方法之外,我们的目的是研究使用化身在虚拟世界中如何进行严肃的游戏设置方法:对MMVW进行了改进,并将其用于一项研究,以3人为一组,每6个月重复一次,以12人为一组,对CPR中的12名医学生进行了培训。一份出口调查表征求了他们的经历。在4种CPR情景中对受试者进行培训后,除了测量知识外,还进行了自我效能,专注力和精神压力的测量。参与模式和应对策略也进行了研究。结果:根据大多数受试者的报告,他们喜欢培训,发现它是合适的,并且学到了一些新知识,尽管有些受试者要求更困难和复杂的场景以及更丰富的虚拟环境。在六个月内,知识的平均值从8.0 / 10下降到6.25 / 10(P = .002)。自我效能从两次培训中的每一次之前到之后都从第一次培训后的5.9 / 7提高到6.5 / 7(P = .01),从第二次培训后的6.0 / 7提高到6.7 / 7(P = .03) 。平均感知集中度值从54.2 / 100增加到66.6 / 100(P = .006),并且总体上发现精神紧张程度从低到中(平均值= 2.6 / 10)。结论:使用基于场景的虚拟世界用化身进行团队培训,以对医学生进行多人CPR培训是可行的,并显示出可喜的结果。尽管在我们的重测研究中没有发现刺激CPR程序被召回的证据,但受试者充满热情,并报告了训练过程中注意力的增加。我们还发现,训练后受试者的自我效能感得到了提高。尽管需要进行进一步的研究,但这些发现暗示着MMVW技术在未来的紧急医学培训中有多种用途。

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