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使用严肃游戏技术进行预训练对心肺复苏术表现的影响——一项探索性准实验转移研究。

Effects of pre-training using serious game technology on CPR performance--an exploratory quasi-experimental transfer study.

机构信息

Department of Clinical Science, Intervention and Technology, Karolinska Institutet, Stockholm, Sweden.

出版信息

Scand J Trauma Resusc Emerg Med. 2012 Dec 6;20:79. doi: 10.1186/1757-7241-20-79.

DOI:10.1186/1757-7241-20-79
PMID:23217084
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3546885/
Abstract

BACKGROUND

Multiplayer virtual world (MVW) technology creates opportunities to practice medical procedures and team interactions using serious game software. This study aims to explore medical students' retention of knowledge and skills as well as their proficiency gain after pre-training using a MVW with avatars for cardio-pulmonary resuscitation (CPR) team training.

METHODS

Three groups of pre-clinical medical students, n = 30, were assessed and further trained using a high fidelity full-scale medical simulator: Two groups were pre-trained 6 and 18 months before assessment. A reference control group consisting of matched peers had no MVW pre-training. The groups consisted of 8, 12 and 10 subjects, respectively. The session started and ended with assessment scenarios, with 3 training scenarios in between. All scenarios were video-recorded for analysis of CPR performance.

RESULTS

The 6 months group displayed greater CPR-related knowledge than the control group, 93 (±11)% compared to 65 (±28)% (p < 0.05), the 18 months group scored in between (73 (±23)%).At start the pre-trained groups adhered better to guidelines than the control group; mean violations 0.2 (±0.5), 1.5 (±1.0) and 4.5 (±1.0) for the 6 months, 18 months and control group respectively. Likewise, in the 6 months group no chest compression cycles were delivered at incorrect frequencies whereas 54 (±44)% in the control group (p < 0.05) and 44 (±49)% in 18 months group where incorrectly paced; differences that disappeared during training.

CONCLUSIONS

This study supports the beneficial effects of MVW-CPR team training with avatars as a method for pre-training, or repetitive training, on CPR-skills among medical students.

摘要

背景

多人虚拟世界(MVW)技术为使用严肃游戏软件练习医疗程序和团队互动提供了机会。本研究旨在探索使用 MVW 进行心肺复苏(CPR)团队培训的情况下,医学生在预培训后知识和技能的保留情况以及熟练度的提高情况。

方法

对三组临床前医学生(n = 30)进行评估,并使用高保真全尺寸医疗模拟器进行进一步培训:两组分别在评估前 6 个月和 18 个月进行预培训。一个由匹配的同龄人组成的参考对照组没有接受 MVW 预培训。三组分别由 8、12 和 10 名受试者组成。课程开始和结束时都进行评估场景,中间有 3 个培训场景。所有场景都进行了视频记录,以便分析 CPR 表现。

结果

6 个月组的 CPR 相关知识得分高于对照组,分别为 93(±11)%和 65(±28)%(p < 0.05),18 个月组的得分在两者之间(73(±23)%)。在开始时,预培训组比对照组更遵守指南;平均违规次数分别为 0.2(±0.5)、1.5(±1.0)和 4.5(±1.0),对照组、18 个月组和对照组分别为 54(±44)%(p < 0.05)和 44(±49)%,不正确起搏;在培训过程中,这些差异消失了。

结论

本研究支持使用 MVW-CPR 团队培训与化身作为一种预培训或重复培训方法,对医学生的 CPR 技能具有有益的效果。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/9074b4c720fb/1757-7241-20-79-3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/5b7d497638ca/1757-7241-20-79-1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/b5613bf59298/1757-7241-20-79-2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/9074b4c720fb/1757-7241-20-79-3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/5b7d497638ca/1757-7241-20-79-1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/b5613bf59298/1757-7241-20-79-2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8e3/3546885/9074b4c720fb/1757-7241-20-79-3.jpg

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