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三维显微镜技能习得:一项比较二维实验室显微镜训练、视频游戏和虚拟现实游戏的随机对照研究。

Three-dimensional microscope skill acquisition: A randomised controlled study comparing two-dimensional laboratory microscope training, video gaming and virtual reality gaming.

机构信息

Guy's and St Thomas' NHS Foundation Trust, UK.

Guy's and St Thomas' NHS Foundation Trust, UK.

出版信息

J Plast Reconstr Aesthet Surg. 2024 Nov;98:373-380. doi: 10.1016/j.bjps.2024.08.075. Epub 2024 Aug 31.

Abstract

INTRODUCTION

Fine microsurgical motor skill acquisition can be challenging. With increasing technological innovation, the methods of microsurgical skills acquisition may change. Studies show that laboratory-based microsurgical training programmes on a 2D microscope significantly improves the microsurgical skill acquisition of novices. However, it remains to be seen if these skills are transferable to a 3D microscope or if gaming agility is more important? We present a randomised control trial of three interventions, namely laboratory tabletop microscope training (LM), high-fidelity video gaming (Sony PlayStation 4 console; VG) and high-fidelity virtual reality gaming (Sony PlayStation VR console; VR) versus a control group.

METHODS

Forty novice medical students were block randomised to four groups: control (no intervention) n = 10, LM n = 10, VG n = 10 and VR n = 10. Participants performed chicken femoral artery anastomosis using the Aesculap Aeos® 3D microscope platform at the baseline and again after the intervention. Performance was evaluated using a modified structured assessment of microsurgery skills (mSAMS) score, time taken to complete anastomosis and time taken for suture placement by two blinded independent assessors.

RESULT

No statistically significant difference was noted between the groups at the baseline. There was a statistically significant improvement in the LM arm between the baseline and post-training for mSAMS score and time for suture placement. In the VG, VR and control groups no statistically significant difference was observed.

CONCLUSION

Our study demonstrates that during early microsurgical training, an intense laboratory-based microsurgical training programme significantly improves a novice's anastomotic performance on a 2D microscope, and these skills are transferable when a 3D anastomosis is carried out. However, focused gaming had no significant effect, and the results were akin to that of the non-intervention group.

摘要

简介

精细的显微外科技能习得可能具有挑战性。随着技术创新的不断增加,显微外科技能习得的方法可能会发生变化。研究表明,在 2D 显微镜下进行基于实验室的显微外科培训计划显著提高了新手的显微外科技能习得。然而,这些技能是否可以转移到 3D 显微镜上,或者游戏敏捷性是否更重要,仍有待观察。我们提出了一项随机对照试验,比较了三种干预措施,即实验室台式显微镜训练(LM)、高保真视频游戏(索尼 PlayStation 4 控制台;VG)和高保真虚拟现实游戏(索尼 PlayStation VR 控制台;VR)与对照组。

方法

40 名新手医学生被分为四组进行分组随机化:对照组(无干预)n=10、LM 组 n=10、VG 组 n=10 和 VR 组 n=10。参与者在基线和干预后使用 Aesculap Aeos®3D 显微镜平台进行鸡股骨动脉吻合术。由两名盲法独立评估员使用改良的显微外科技能结构化评估(mSAMS)评分、完成吻合术所需的时间和缝线放置时间对手术表现进行评估。

结果

各组在基线时无统计学差异。LM 组在基线和培训后的 mSAMS 评分和缝线放置时间方面均有统计学显著改善。VG、VR 和对照组则没有观察到统计学显著差异。

结论

我们的研究表明,在早期显微外科培训中,强化的基于实验室的显微外科培训计划显著提高了新手在 2D 显微镜下的吻合性能,并且当进行 3D 吻合时,这些技能可以转移。然而,有针对性的游戏并没有产生显著的效果,结果与非干预组相似。

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