Use of an Immersive Virtual Reality Application to Educate Medical Students in Patient Handover: Pilot Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-08-27 DOI:10.2196/73907
Laura Isabel Hanke, Patrick Schwoerer, Florentine Huettl, Lukas Vradelis, Kai-Uwe Strelow, Christian Boedecker, Patrick Saalfeld, Vuthea Chheang, Holger Buggenhagen, Hauke Lang, Christian Hansen, Tobias Huber
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引用次数: 0

Abstract

Background: Patient handover is a daily task for doctors and nurses, and structured handovers have been proven to positively impact patient outcomes. To teach the handover procedure, different communication tools have been applied, such as the ISBAR (introduction and identification, situation, background, assessment and actions, and recommendation) method.

Objective: This study aimed to assess the effectiveness and user engagement of the first-time use of supplementary handover training in virtual reality (VR) for medical students as an addition to an existing curriculum. Furthermore, the VR program was tested for its usability, immersion, visually induced motion sickness (VIMS), and eye strain. Participants were evaluated for their motivation, time spent studying, and experience in VR, as well as their impressions of the use of VR in medical education.

Methods: Handover training using the ISBAR method and patient actors is part of the curriculum in surgery of the eighth semester of human medicine studies in Mainz. Knowledge is tested via an Objective Structured Clinical Examination (OSCE) using patient actors. We developed an immersive VR application using 360° video surroundings with structured patient cases. This application was offered as an optional supplementary training in groups of three with a peer tutor. Parameters evaluated included participants' characteristics, usability, and VIMS. Furthermore, a survey of the entire semester was conducted regarding their experience using VR and their enjoyment of studying. Finally, OSCE scores were collected and compared between the groups.

Results: The study was conducted over two semesters, and 92 of 385 (23.9%) volunteering students were recruited. The median age was 25 (IQR 23-25) years, and the majority were female (n=61, 68.5%). There were few to no issues regarding VIMS and eye strain (median eye strain 1, IQR 1-2; median VIMS 1, IQR 1-2). There was no significant difference in students' motivation (mid rank participant 107.84; mid rank nonparticipant 122.61; P=.11) and the amount studied for the subject (mid rank participant 113.88; mid rank nonparticipants 119.42; P=.54). Students felt significantly more confident in patient handover after the additional training (7-point Likert scale; mean pretraining 3.96, SD 1.39; mean post-training 3.17, SD 1.41; P<.01) and reported significantly more fun studying than their peers who did not participate in the additional training (mean participants 2.8, SD 1.54; mean nonparticipant 3.69, SD 1.73; P<.01). OSCE scores did not differ between the groups (median score 17 in both groups, IQR participants 16-19; IQR nonparticipants 16-18; P=.62).

Conclusions: This study shows that applications in VR, if implemented in a structured curriculum, can be a helpful and safe addition to the teaching of communication skills. VR applications should be considered as a time-flexible, safe, fun, and motivating educational tool as an addition to curricular teaching.

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使用沉浸式虚拟现实应用来教育医学生病人交接:试点研究。
背景:病人移交是医生和护士的日常任务,有组织的移交已被证明对病人的预后有积极影响。为了教授交接程序,我们使用了不同的沟通工具,例如ISBAR(介绍和识别、情况、背景、评估和行动、建议)方法。目的:本研究旨在评估医学生首次使用虚拟现实(VR)辅助交接训练作为现有课程的补充的有效性和用户参与度。此外,还测试了VR程序的可用性、沉浸感、视觉感应晕动病(VIMS)和眼睛疲劳。评估参与者的动机、学习时间、VR体验,以及他们对VR在医学教育中使用的印象。方法:使用ISBAR方法和患者角色的交接培训是美因茨大学人类医学研究第八学期外科课程的一部分。知识测试通过客观结构化临床检查(OSCE)使用患者演员。我们开发了一个沉浸式VR应用程序,使用360°视频环境和结构化的患者病例。这个应用程序是作为一个可选的补充培训提供的,三人一组,有一个同伴导师。评估的参数包括参与者的特征、可用性和VIMS。此外,我们还对他们整个学期的VR使用体验和学习享受情况进行了调查。最后,收集欧安组织评分并在各组之间进行比较。结果:研究进行了两个学期,385名志愿者中有92名(23.9%)被招募。中位年龄25 (IQR 23 ~ 25)岁,以女性居多(n=61, 68.5%)。VIMS和眼疲劳方面几乎没有问题(眼疲劳中位数为1,IQR 1-2; VIMS中位数为1,IQR 1-2)。学生的动机(中等等级被试107.84;中等等级非被试122.61;P= 0.11)和被试的学习量(中等等级被试113.88;中等等级非被试119.42;P= 0.54)无显著差异。(7点李克特量表;平均训练前3.96,标准差1.39;平均训练后3.17,标准差1.41)结论:本研究表明,如果在结构化课程中实施虚拟现实应用,可以成为沟通技巧教学的有益和安全的补充。虚拟现实应用应该被视为一种时间灵活、安全、有趣和激励的教育工具,作为课程教学的补充。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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