• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

在高中利用虚拟世界中的虚拟角色进行心肺复苏培训:一项国际可行性研究。

Cardiopulmonary resuscitation training in high school using avatars in virtual worlds: an international feasibility study.

作者信息

Creutzfeldt Johan, Hedman Leif, Heinrichs LeRoy, Youngblood Patricia, Felländer-Tsai Li

机构信息

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

出版信息

J Med Internet Res. 2013 Jan 14;15(1):e9. doi: 10.2196/jmir.1715.

DOI:10.2196/jmir.1715
PMID:23318253
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3636066/
Abstract

BACKGROUND

Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education, especially in schools. Massively multiplayer virtual worlds (MMVW) offer platforms for serious games that are promising learning methods that take advantage of the computer capabilities of today's youth (ie, the digital native generation).

OBJECTIVE

Our main aim was to assess the feasibility of cardiopulmonary resuscitation training in high school students by using avatars in MMVM. We also analyzed experiences, self-efficacy, and concentration in response to training.

METHODS

In this prospective international collaborative study, an e-learning method was used with high school students in Sweden and the United States. A software game platform was modified for use as a serious game to train in emergency medical situations. Using MMVW technology, participants in teams of 3 were engaged in virtual-world scenarios to learn how to treat victims suffering cardiac arrest. Short debriefings were carried out after each scenario. A total of 36 high school students (Sweden, n=12; United States, n=24) participated. Their self-efficacy and concentration (task motivation) were assessed. An exit questionnaire was used to solicit experiences and attitudes toward this type of training. Among the Swedish students, a follow-up was carried out after 6 months. Depending on the distributions, t tests or Mann-Whitney tests were used. Correlation between variables was assessed by using Spearman rank correlation. Regression analyses were used for time-dependent variables.

RESULTS

The participants enjoyed the training and reported a self-perceived benefit as a consequence of training. The mean rating for self-efficacy increased from 5.8/7 (SD 0.72) to 6.5/7 (SD 0.57, P<.001). In the Swedish follow-up, it subsequently increased from 5.7/7 (SD 0.56) to 6.3/7 (SD 0.38, P=.006). In the Swedish group, the mean concentration value increased from 52.4/100 (SD 9.8) to 62.7/100 (SD 8.9, P=.05); in the US group, the concentration value increased from 70.8/100 (SD 7.9) to 82.5/100 (SD 4.7, P<.001). We found a significant positive correlation (P<.001) between self-efficacy and concentration scores. Overall, the participants were moderately or highly immersed and the software was easy to use.

CONCLUSIONS

By using online MMVWs, team training in CPR is feasible and reliable for this international group of high school students (Sweden and United States). A high level of appreciation was reported among these adolescents and their self-efficacy increased significantly. The described training is a novel and interesting way to learn CPR teamwork, and in the future could be combined with psychomotor skills training.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/343d03044df3/jmir_v15i1e9_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/2a1064a2a2ce/jmir_v15i1e9_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/1adc84bf582e/jmir_v15i1e9_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/7b7e05bc358d/jmir_v15i1e9_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/343d03044df3/jmir_v15i1e9_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/2a1064a2a2ce/jmir_v15i1e9_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/1adc84bf582e/jmir_v15i1e9_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/7b7e05bc358d/jmir_v15i1e9_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c8a8/3636066/343d03044df3/jmir_v15i1e9_fig4.jpg
摘要

背景

在美国,每年约有30万人发生心脏骤停(SCA)。尽管美国心脏协会每年培训超过1200万非专业人员进行心肺复苏(CPR),但院外心脏骤停患者接受CPR的比例不到30%。CPR教育需要新的引人入胜的学习方法,尤其是在学校。大型多人虚拟世界(MMVW)为严肃游戏提供了平台,是利用当今青少年(即数字原生代)计算机能力的有前景的学习方法。

目的

我们的主要目的是评估在MMVM中使用虚拟角色对高中生进行心肺复苏培训的可行性。我们还分析了培训后的体验、自我效能感和注意力。

方法

在这项前瞻性国际合作研究中,瑞典和美国的高中生采用了一种电子学习方法。对一个软件游戏平台进行了修改,用作严肃游戏以在紧急医疗情况下进行培训。利用MMVW技术,3人一组的参与者参与虚拟世界场景,学习如何救治心脏骤停患者。每个场景结束后进行简短的汇报。共有36名高中生(瑞典12名;美国24名)参与。评估了他们的自我效能感和注意力(任务动机)。使用一份退场问卷来征求对这种培训类型的体验和态度。在瑞典学生中,6个月后进行了随访。根据分布情况,使用t检验或曼-惠特尼检验。使用斯皮尔曼等级相关性评估变量之间的相关性。对时间依赖性变量进行回归分析。

结果

参与者喜欢这种培训,并报告培训后自我感觉有益。自我效能感的平均评分从5.8/7(标准差0.72)提高到6.5/7(标准差0.57,P<0.001)。在瑞典的随访中,随后从5.7/7(标准差0.56)提高到6.3/7(标准差0.38),P=0.006。在瑞典组中,平均注意力值从52.4/100(标准差9.8)提高到62.7/100(标准差8.9),P=0.05;在美国组中,注意力值从70.8/100(标准差7.9)提高到82.5/100(标准差4.7),P<0.001。我们发现自我效能感得分与注意力得分之间存在显著正相关(P<0.001)。总体而言,参与者有中度或高度沉浸感,软件易于使用。

结论

通过使用在线MMVW,对这个国际高中生群体(瑞典和美国)进行CPR团队培训是可行且可靠的。这些青少年中报告了高度的认可度,并且他们的自我效能感显著提高。所描述的培训是学习CPR团队合作的一种新颖有趣的方式,未来可与心理运动技能培训相结合。

相似文献

1
Cardiopulmonary resuscitation training in high school using avatars in virtual worlds: an international feasibility study.在高中利用虚拟世界中的虚拟角色进行心肺复苏培训:一项国际可行性研究。
J Med Internet Res. 2013 Jan 14;15(1):e9. doi: 10.2196/jmir.1715.
2
Exploring virtual worlds for scenario-based repeated team training of cardiopulmonary resuscitation in medical students.探索虚拟世界用于医学生基于场景的心肺复苏重复团队训练。
J Med Internet Res. 2010 Sep 3;12(3):e38. doi: 10.2196/jmir.1426.
3
Virtual worlds for teaching the new CPR to high school students.用于向高中生教授新心肺复苏术的虚拟世界。
Stud Health Technol Inform. 2007;125:515-9.
4
Basic life support skills of high school students before and after cardiopulmonary resuscitation training: a longitudinal investigation.高中生心肺复苏培训前后的基本生命支持技能:一项纵向研究。
Scand J Trauma Resusc Emerg Med. 2012 Apr 14;20:31. doi: 10.1186/1757-7241-20-31.
5
Teaching Hands-Only CPR in Schools: A Program Evaluation in San José, Costa Rica.在学校教授仅动手的心肺复苏术:哥斯达黎加圣何塞的一个项目评估。
Ann Glob Health. 2018 Nov 5;84(4):612-617. doi: 10.9204/aogh.2367.
6
Innovative cardiopulmonary resuscitation and automated external defibrillator programs in schools: Results from the Student Program for Olympic Resuscitation Training in Schools (SPORTS) study.创新性心肺复苏术和自动体外除颤器在学校中的应用项目:来自学校奥林匹克复苏培训学生项目(SPORTS)研究的结果。
Resuscitation. 2016 Jul;104:46-52. doi: 10.1016/j.resuscitation.2016.04.010. Epub 2016 Apr 27.
7
Brief compression-only cardiopulmonary resuscitation and automated external defibrillator course for secondary school students: a multischool feasibility study.对中学生进行简短的单纯按压心肺复苏术和自动体外除颤器课程:一项多校可行性研究。
BMJ Open. 2020 Oct 21;10(10):e040469. doi: 10.1136/bmjopen-2020-040469.
8
Effects of native language on CPR skills and willingness to intervene in out-of-hospital cardiac arrest after film-based basic life support training: a subgroup analysis of a randomised trial.基于影片的基础生命支持培训后母语对心肺复苏技能和院外心脏骤停干预意愿的影响:一项随机试验的亚组分析。
BMJ Open. 2019 May 5;9(5):e025531. doi: 10.1136/bmjopen-2018-025531.
9
The effect of a national web course "Help-Brain-Heart" as a supplemental learning tool before CPR training: a cluster randomised trial.国家网络课程“Help-Brain-Heart”作为心肺复苏培训前补充学习工具的效果:一项集群随机试验。
Scand J Trauma Resusc Emerg Med. 2017 Sep 12;25(1):93. doi: 10.1186/s13049-017-0439-0.
10
Recent high school graduates support mandatory cardiopulmonary resuscitation education in Australian high schools.最近的高中毕业生支持在澳大利亚高中实施强制性心肺复苏教育。
Aust N Z J Public Health. 2020 Jun;44(3):215-218. doi: 10.1111/1753-6405.12990. Epub 2020 May 4.

引用本文的文献

1
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials.严肃游戏对心肺复苏培训与教育的影响:随机对照试验的系统评价与荟萃分析
JMIR Serious Games. 2024 Feb 6;12:e52990. doi: 10.2196/52990.
2
Examining the Impact of Digital Human Gaze Expressions on Engagement Induction.探究数字人类注视表情对参与诱导的影响。
Biomimetics (Basel). 2023 Dec 14;8(8):610. doi: 10.3390/biomimetics8080610.
3
The effect of IMB model on CPR self-efficacy in high school students.

本文引用的文献

1
Systematic review of serious games for medical education and surgical skills training.系统评价用于医学教育和外科技能培训的严肃游戏。
Br J Surg. 2012 Oct;99(10):1322-30. doi: 10.1002/bjs.8819.
2
Operating room introduction for the novice.手术室新手入门介绍。
Am J Surg. 2012 Feb;203(2):266-75. doi: 10.1016/j.amjsurg.2011.03.003. Epub 2011 Jun 23.
3
Exploring virtual worlds for scenario-based repeated team training of cardiopulmonary resuscitation in medical students.探索虚拟世界用于医学生基于场景的心肺复苏重复团队训练。
IMB模型对高中生心肺复苏自我效能的影响。
J Educ Health Promot. 2023 Mar 31;12:80. doi: 10.4103/jehp.jehp_595_22. eCollection 2023.
4
Comparing Learning Outcomes in Cardiopulmonary Resuscitation (CPR) and/or Automated External Defibrillator (AED) Training for Laypeople in Face-to-Face, Online, and Mixed Training Methods: An Integrative Literature Review.比较面对面、在线和混合培训方法对非专业人员进行心肺复苏(CPR)和/或自动体外除颤器(AED)培训的学习成果:一项综合文献综述。
Cureus. 2023 May 3;15(5):e38489. doi: 10.7759/cureus.38489. eCollection 2023 May.
5
Instructor Development Workshops for Advanced Life Support Training Courses Held in a Fully Virtual Space: Observational Study.在完全虚拟空间中举办的高级生命支持培训课程的教员发展研讨会:观察性研究
JMIR Serious Games. 2022 Jun 29;10(2):e38952. doi: 10.2196/38952.
6
Development of virtual reality content for learning Japan Prehospital Trauma Evaluation and Care initial assessment procedures.用于学习日本院前创伤评估与护理初始评估程序的虚拟现实内容开发。
Acute Med Surg. 2022 May 7;9(1):e755. doi: 10.1002/ams2.755. eCollection 2022 Jan-Dec.
7
Research on Digital Technology Use in Cardiology: Bibliometric Analysis.数字技术在心脏病学中的应用研究:文献计量分析。
J Med Internet Res. 2022 May 11;24(5):e36086. doi: 10.2196/36086.
8
Effect of Case-Based Small-Group Learning on Care Workers' Emergency Coping Abilities.基于案例的小组学习对护理人员应急应对能力的影响。
Int J Environ Res Public Health. 2021 Oct 30;18(21):11458. doi: 10.3390/ijerph182111458.
9
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).概念模糊性围绕游戏化和严肃游戏在医疗保健:文献综述和发展基于游戏的干预措施报告指南(GAMING)。
J Med Internet Res. 2021 Sep 10;23(9):e30390. doi: 10.2196/30390.
10
Gamification of health professions education: a systematic review.健康职业教育的游戏化:系统评价。
Adv Health Sci Educ Theory Pract. 2021 May;26(2):683-711. doi: 10.1007/s10459-020-10000-3. Epub 2020 Oct 31.
J Med Internet Res. 2010 Sep 3;12(3):e38. doi: 10.2196/jmir.1426.
4
School children sufficiently apply life supporting first aid: a prospective investigation.学生充分掌握现场急救生命支持技术的前瞻性研究
Crit Care. 2009;13(4):R127. doi: 10.1186/cc7984. Epub 2009 Jul 31.
5
Optimizing Clinical Training for the Treatment of PTSD Using Virtual Patients.利用虚拟患者优化创伤后应激障碍治疗的临床培训。
Stud Health Technol Inform. 2009;144:264-8.
6
Cognitive simulators for medical education and training.用于医学教育与培训的认知模拟器
J Biomed Inform. 2009 Aug;42(4):593-604. doi: 10.1016/j.jbi.2009.02.008. Epub 2009 Mar 6.
7
Design, development, and evaluation of an online virtual emergency department for training trauma teams.用于培训创伤团队的在线虚拟急诊科的设计、开发与评估。
Simul Healthc. 2008 Fall;3(3):146-53. doi: 10.1097/SIH.0b013e31817bedf7.
8
Deliberate practice and acquisition of expert performance: a general overview.刻意练习与专家级表现的习得:综述
Acad Emerg Med. 2008 Nov;15(11):988-94. doi: 10.1111/j.1553-2712.2008.00227.x. Epub 2008 Sep 5.
9
Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.多功能、沉浸式、创造性和动态的虚拟3D医疗保健学习环境:文献综述
J Med Internet Res. 2008 Sep 1;10(3):e26. doi: 10.2196/jmir.1051.
10
A web-based micro-simulation program for self-learning BLS skills and the use of an AED. Can laypeople train themselves without a manikin?一个用于自学基础生命支持技能和自动体外除颤器使用方法的基于网络的微观模拟程序。非专业人员可以在没有人体模型的情况下自行训练吗?
Resuscitation. 2007 Dec;75(3):491-8. doi: 10.1016/j.resuscitation.2007.05.014. Epub 2007 Jul 12.