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虚拟现实和人体模型危机情景模拟在麻醉实习医生教育中的效用:一项随机交叉试点研究。

The utility of virtual reality and manikin crisis scenario simulations for anaesthesia trainee education: a randomised crossover pilot study.

作者信息

Babus L W, Gurnaney H, Doshi A K, Liu H, Nishisaki A, Singh D, Daly Guris R J

机构信息

Department of Anaesthesia and Critical Care Medicine Children's Hospital of Philadelphia Philadelphia PA USA.

Department of Biomedical and Health Informatics Research Institute, Children's Hospital of Philadelphia Philadelphia PA USA.

出版信息

Anaesth Rep. 2024 Aug 1;12(2):e12316. doi: 10.1002/anr3.12316. eCollection 2024 Jul-Dec.

Abstract

Simulation education for anaesthesia trainees is essential to build clinical skills and virtual reality can provide a reproducible, high-fidelity intra-operative training environment. Compared to in-situ manikin-based simulation, this modality has yet to be thoroughly evaluated. Twenty-six second post-graduate year anaesthesiology residents were randomly divided into two groups and participated in both virtual reality and manikin crisis scenarios at sessions six months apart. The exposure order was group A virtual reality followed by manikin and group B manikin followed by virtual reality. Clinical assessments were performed using a standardised checklist. Knowledge assessments were conducted. National Aeronautics and Space Administration Task Load Index and System Usability Scale scores were collected immediately after participation. Clinical scores between groups A and B were not significantly different. Group A had improved post-simulation knowledge scores after both sessions. Task load index scores were lower in mental demand for virtual reality. System usability scores showed less ease of use and more need for support in virtual reality.

摘要

对麻醉住院医师进行模拟培训对于培养临床技能至关重要,而虚拟现实可以提供一个可重复的、高保真的术中培训环境。与基于现场人体模型的模拟相比,这种方式尚未得到全面评估。26名二年级麻醉学住院医师被随机分为两组,在相隔6个月的课程中分别参与虚拟现实和人体模型危机场景模拟。暴露顺序为A组先进行虚拟现实模拟,然后是人体模型模拟,B组先进行人体模型模拟,然后是虚拟现实模拟。使用标准化检查表进行临床评估。进行知识评估。参与者完成后立即收集美国国家航空航天局任务负荷指数和系统可用性量表得分。A组和B组之间的临床得分没有显著差异。A组在两次课程后的模拟后知识得分均有所提高。虚拟现实在精神需求方面的任务负荷指数得分较低。系统可用性得分显示虚拟现实的易用性较差,更需要支持。

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