Feasibility, Adoption, and Utility of Augmented Reality in Lumbar Puncture Simulation by Medical Students: A Pilot Study.

Journal of medical extended reality Pub Date : 2024-07-30 eCollection Date: 2024-01-01 DOI:10.1089/jmxr.2024.0001
Korak Sarkar, Jeffrey Coote, Rahim Abdul, Alec Slayden
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Abstract

Background: The acquisition of procedural skills by medical trainees remains challenging, time-consuming, and risky. The use of augmented reality in the clinical setting is increasing because of its growing accessibility and potential to aid medical education and clinical care delivery.

Objective: This study investigated the feasibility, adoption, and efficacy of augmented reality (AR)-supported lumbar puncture (LP) simulation for medical student training.

Methods: A randomized and controlled approach was used to assess the effect of AR-supported simulation training versus standard simulation training on the number of sticks for successful LP, distance of first puncture from the target, and the time to successful LP. Pre- and post-surveys were used to assess medical student satisfaction with AR-supported LP simulation.

Results: Thirty-four third-and fourth-year medical students were equally randomized into a AR-supported or control LP simulation groups. The median number of punctures required for a successful LP was 2 (interquartile range [IQR] 2) in the control group and 1 (IQR 2) in the AR group (p = 0.58). The median distance of the first puncture from the target was 5 mm (IQR 25) in the control group and 10 mm (IQR 18) in the AR group (p = 0.51). The median time to successful puncture was 137.9 s (IQR 283.1) in the control group and 93.8 s (IQR 117.7) in the AR group (p = 0.27). Confidence in performing LP on real patients on a 1-5 Likert scale improved from a median of 1 (IQR = 1) to 3 (IQR = 1, p < 0.01).

Conclusions: There was no statistically significant difference in the number of sticks, distance from the target, and the time to successful puncture between the AR and control groups. Significant improvements in confidence levels were reported after simulation training via a survey. Although most of this cohort had no previous exposure to AR, the majority expressed willingness and preference to use AR in the procedural simulation. Future studies would benefit from a multisite design for a larger sample, as well as the use of newer AR technologies.

增强现实在医学生腰椎穿刺模拟中的可行性、采用和效用:一项试点研究。
背景:医学培训生获得程序性技能仍然具有挑战性、耗时和风险。增强现实在临床环境中的使用越来越多,因为它越来越容易获得,并且有潜力帮助医学教育和临床护理提供。目的:探讨增强现实(AR)腰椎穿刺(LP)模拟技术在医学生训练中的可行性、应用及效果。方法:采用随机对照方法评估ar支持的模拟训练与标准模拟训练在穿刺成功次数、第一次穿刺距离目标和穿刺成功时间上的影响。采用前后调查评估医学生对ar支持的LP模拟的满意度。结果:34名三年级和四年级的医学生平均随机分为ar支持组或对照组LP模拟组。对照组成功穿刺LP所需穿刺次数中位数为2(四分位间距[IQR] 2), AR组为1 (IQR 2) (p = 0.58)。对照组首次穿刺距靶点的中位距离为5 mm (IQR 25), AR组为10 mm (IQR 18) (p = 0.51)。对照组穿刺成功的中位时间为137.9 s (IQR 283.1), AR组穿刺成功的中位时间为93.8 s (IQR 117.7) (p = 0.27)。在1-5 Likert量表上对真实患者实施LP的置信度从中位数1 (IQR = 1)提高到3 (IQR = 1, p < 0.01)。结论:AR组与对照组在穿刺次数、穿刺距离、穿刺成功时间等方面差异无统计学意义。通过调查进行模拟训练后,信心水平有了显著提高。虽然这个队列中的大多数人以前没有接触过AR,但大多数人表示愿意和倾向于在程序模拟中使用AR。未来的研究将受益于更大样本的多站点设计,以及使用更新的AR技术。
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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