Department of Orthopedic Surgery, Orthopedic Research Center Amsterdam, Academic Medical Center, Meibergdreef 9, 1105 AZ Amsterdam, The Netherlands.
Clin Orthop Relat Res. 2011 Jun;469(6):1701-8. doi: 10.1007/s11999-011-1797-y. Epub 2011 Feb 3.
Some commercial simulators are available for training basic arthroscopic skills. However, it is unclear if these simulators allow training for their intended purposes and whether the perception of usefulness relates to level of experience.
QUESTIONS/PURPOSES: We addressed the following questions: (1) Do commercial simulators have construct (times to perform tasks) and face validity (realism), and (2) is the perception of usefulness (educational value and user-friendliness) related to level of experience?
We evaluated two commercially available virtual reality simulators (Simulators A and B) and recruited 11 and nine novices (no arthroscopies), four and four intermediates (one to 59 arthroscopies), and seven and nine experts (> 60 arthroscopies) to test the devices. To assess construct validity, we recorded the median time per experience group for each of five repetitions of one identical navigation task. To assess face validity, we used a questionnaire to judge up to three simulator characteristic tasks; the questionnaire asked about the realism, perception of educational value, and perception of user-friendliness.
We observed partial construct validity for Simulators A and B and considered face validity satisfactory for both simulators for simulating the outer appearance and human joint, but barely satisfactory for the instruments. Simulators A and B had equal educational value according to the participants. User-friendliness was judged better for Simulator B although both were graded satisfactory. The perception of usefulness did not differ with level of experience.
Our observations suggest training on either simulator is reasonable preparation for real-life arthroscopy, although there is room for improvement for both simulators.
一些商业模拟器可用于培训基本的关节镜技能。然而,尚不清楚这些模拟器是否允许针对其预期用途进行培训,以及对有用性的感知是否与经验水平相关。
问题/目的:我们解决了以下问题:(1)商业模拟器是否具有结构(完成任务的时间)和表面效度(现实性),以及(2)对有用性的感知(教育价值和用户友好性)是否与经验水平相关?
我们评估了两个商业上可用的虚拟现实模拟器(模拟器 A 和 B),并招募了 11 名和 9 名新手(无关节镜检查)、4 名和 4 名中级(1-59 次关节镜检查)以及 7 名和 9 名专家(>60 次关节镜检查)来测试这些设备。为了评估结构效度,我们记录了每个经验组在相同导航任务的五个重复中每个任务的中位数时间。为了评估表面效度,我们使用问卷来判断最多三个模拟器特征任务;问卷询问了模拟器的现实性、教育价值的感知和用户友好性的感知。
我们观察到模拟器 A 和 B 的部分结构效度,并且认为两个模拟器对于模拟外部外观和人体关节的表面效度令人满意,但对于仪器的表面效度仅勉强令人满意。根据参与者的反馈,模拟器 A 和 B 具有相同的教育价值。尽管两者都被评为满意,但用户友好性被认为更好的是模拟器 B。对有用性的感知并未随经验水平的不同而有所差异。
我们的观察结果表明,在任何一个模拟器上进行培训都是真实关节镜手术的合理准备,尽管两个模拟器都有改进的空间。