Interactive Virtual Reality with Educational Feedback Loops to Train and Assess Veterinary Students on the Use of Anesthetic Machine.

IF 1.1 3区 农林科学 Q3 EDUCATION, SCIENTIFIC DISCIPLINES
Journal of veterinary medical education Pub Date : 2024-06-01 Epub Date: 2023-09-07 DOI:10.3138/jvme-2022-0140
Lynn Keets, Pedro Boscan, Logan Arakaki, Benjamin Schraeder, Cyane Tornatzky, Marie Vans, Wenjing Jiang, Sangeeta Rao
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Abstract

The study objective was to assess acceptability, feasibility, likeability, and applicability of interactive virtual reality with feedback loops (VR) to teach and assess veterinary anesthesia machine operation. Data from 60 students were analyzed. Students learned and trained how to use the anesthesia machine components and connections and performed safety checks (such as the pressure check) using real and VR machines. Competency was assessed with oral/practical and VR exams. A questionnaire survey gathered student affective skill perception toward VR for education. Students perceived VR for veterinary education as positive, useful, likeable, and helpful to learn the anesthesia machine. VR appeared to increase cognitive load, inducing lower VR exam scores of 100 (92.4-97.9) when compared to oral/practical exams of 100 (98-99.8) with p = .018. Training times with either real or VR anesthesia machines were similar (p = .71). A positive correlation was found between VR training times and VR exam scores (Spearman's correlation coefficient 0.5; p < .001). No correlations were identified between oral/practical exam scores and training times. Seventy two percent of the students (n = 43) had never used VR before. Prior VR experience was not necessary to train using VR. Computer glitches and cybersickness are important drawbacks to consider when using VR for education. The study demonstrated that interactive, immersive VR received favorable reactions from students. The VR incorporated educational feedback loops can be utilized as a simulation trainer for veterinary education. However, inherent limitations should be considered.

具有教育反馈回路的交互式虚拟现实用于培训和评估兽医学生使用麻醉机的情况
本研究的目的是评估带反馈回路的交互式虚拟现实(VR)在教授和评估兽医麻醉机操作方面的可接受性、可行性、可接受性和适用性。对60名学生的数据进行了分析。学生们学习和培训了如何使用麻醉机组件、连接,并使用真实机器和VR机器进行安全检查(如压力检查)。通过口语/实践和虚拟现实考试评估能力。一项问卷调查收集了学生对VR教育的情感技能感知。学生们认为兽医教育的虚拟现实是积极的、有用的、讨人喜欢的,有助于学习麻醉机。VR似乎增加了认知负荷,与100(98–99.8)的口语/实践考试相比,VR考试成绩较低,为100(92.4–97.9),p=.018。使用真实麻醉机或虚拟现实麻醉机的训练时间相似(p=.71)。虚拟现实训练时间与虚拟现实考试成绩呈正相关(Spearman相关系数0.5;p<.0001)。口语/实践考试成绩与训练时间之间没有相关性。72%的学生(n=43)以前从未使用过VR。先前的VR经验对于使用VR进行训练是不必要的。在使用虚拟现实进行教育时,计算机故障和网络病是需要考虑的重要缺点。研究表明,交互式、沉浸式虚拟现实在学生中获得了良好的反应。结合VR的教育反馈回路可以用作兽医教育的模拟训练器。然而,应当考虑到固有的局限性。
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来源期刊
CiteScore
2.20
自引率
30.00%
发文量
113
审稿时长
>36 weeks
期刊介绍: The Journal of Veterinary Medical Education (JVME) is the peer-reviewed scholarly journal of the Association of American Veterinary Medical Colleges (AAVMC). As an internationally distributed journal, JVME provides a forum for the exchange of ideas, research, and discoveries about veterinary medical education. This exchange benefits veterinary faculty, students, and the veterinary profession as a whole by preparing veterinarians to better perform their professional activities and to meet the needs of society. The journal’s areas of focus include best practices and educational methods in veterinary education; recruitment, training, and mentoring of students at all levels of education, including undergraduate, graduate, veterinary technology, and continuing education; clinical instruction and assessment; institutional policy; and other challenges and issues faced by veterinary educators domestically and internationally. Veterinary faculty of all countries are encouraged to participate as contributors, reviewers, and institutional representatives.
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