沉浸式虚拟现实仿真与计算机化虚拟病人仿真在本科医学教育中的初步比较研究

Katerina Bray, Lucy Bray, Thozhukat Sathyapalan, Alan S Rigby, David Hepburn
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摘要

基于模拟的教学是医学教育的一个组成部分,随着虚拟模拟的出现,教育者有了一系列选择的可能性。然而,告知其使用的证据很少,特别是关于评估用户体验和知识获取的结果,以及比较不同方法的虚拟模拟的实验研究。因此,本研究比较了沉浸式虚拟现实(VR)模拟和计算机化虚拟病人(VP)模拟对五年级医学生知识获取和保留以及用户体验的影响。本初步研究采用随机交叉设计,由18名参与者独立完成沉浸式VR模拟和计算机化VP模拟。所有参与者都完成了同样的两个场景,并接受了两种模式的诱导。采用多项选择题来评估知识的获取和保留,参与者在模拟之前和之后以及间隔12周后立即完成问题。模拟后完成用户体验问卷,采用李克特量表和开放式问题。两种干预都达到了统计学上显著的知识获取和知识保留水平。然而,VR模拟获得了更高的获取水平(2.11;95% CI = 0.89, 3.32,结果表明两种干预措施都是有效且可接受的教育工具。然而,在不同的虚拟模拟器中,学习似乎并不统一,参与者在沉浸式VR模拟后达到了更高的学习水平。此外,尽管确定了两种干预措施的潜在应用,但参与者对VR模拟的反应明显更积极。这项研究强调了以证据为基础的方法实现新型仿真技术的重要性。这些发现有助于探索文献的一个未被充分探索的领域,并为使医学教育者能够在他们的环境中对虚拟模拟的应用做出明智的决定提供了一步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A pilot study comparing immersive virtual reality simulation and computerized virtual patient simulation in undergraduate medical education
Simulation-based teaching is an integral feature within medical education and following the emergence of virtual simulation, an array of possibilities exists for educators to choose between. However, evidence informing their use is scarce, particularly regarding outcomes assessing user experience and knowledge acquisition, and experimental studies comparing different approaches to virtual simulation. Therefore, this study compared immersive virtual reality (VR) simulation to computerized virtual patient (VP) simulation measuring their effect on knowledge acquisition and retention, as well as user experience, in fifth-year medical students. This pilot study, of a randomized crossover design, comprised 18 participants independently completing an immersive VR simulation and a computerized VP simulation. All participants completed the same two scenarios and received an induction to both modalities. Multiple-choice questions were employed to assess knowledge acquisition and retention, with participants completing the questions immediately before and after the simulation and following a 12-week interval. User experience questionnaires were completed after the simulation, utilizing both Likert scale and open-ended questions. Statistical analysis comprised a Student’s Both interventions achieved statistically significant levels of knowledge acquisition and retention. However, VR simulation achieved higher levels of acquisition (2.11; 95% CI = 0.89, 3.32, The findings indicated that both interventions are effective and acceptable educational tools. However, learning does not appear to be uniform across different virtual simulators, with participants achieving higher levels of learning following immersive VR simulation. Moreover, participants reacted significantly more positively to VR simulation, though potential applications were identified for both interventions. This study highlights the importance of an evidence-based approach to the implementation of novel simulation technologies. The findings contribute to an underexplored area of the literature and offer a step towards enabling medical educators to make an informed decision regarding the application of virtual simulation in their context.
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