Youngblood Patricia, Hedman Leif, Creutzfeld Johan, Fellander-Tsai Li, Stengard Karl, Hansen Kim, Dev Parvati, Srivastava Sakti, Kusumoto Laura, Hendrick Arnold, Heinrichs Wm LeRoy
SUMMIT (Stanford University Medical Media and Information Technologies), Stanford University School of Medicine, CA 94305-5466, USA.
Stud Health Technol Inform. 2007;125:515-9.
In this study we created a virtual 3D world for learning to manage medical emergencies and evaluated it with 24 high school students in the USA and Sweden. We found that students in both groups felt immersed and found the online simulation easy to use. Scores for flow and self-assessed flow were significantly higher for the RHS group as compared to the HG group (p=.001 and .023 respectively; Mann Whitney U test). Self-efficacy scores for the HG group were significantly higher after training (p=.016 Mann Whitney U test). Males in the RHS group scored significantly higher on flow and self assessed flow than females (p=.006 and p=.023 respectively; Mann Whitney U test). This study demonstrates the potential value of using MMOS for learning to respond to medical emergencies.
在本研究中,我们创建了一个用于学习处理医疗紧急情况的虚拟3D世界,并在美国和瑞典对24名高中生进行了评估。我们发现两组学生都感觉沉浸其中,并且认为在线模拟易于使用。与HG组相比,RHS组的沉浸体验得分和自我评估的沉浸体验得分显著更高(分别为p = 0.001和0.023;曼-惠特尼U检验)。HG组训练后的自我效能得分显著更高(p = 0.016;曼-惠特尼U检验)。RHS组中的男性在沉浸体验和自我评估的沉浸体验方面的得分显著高于女性(分别为p = 0.006和p = 0.023;曼-惠特尼U检验)。本研究证明了使用大型多人在线游戏进行学习以应对医疗紧急情况的潜在价值。