想让医生使用 VR 模拟?让它具有强制性、可访问性、教育价值和愉悦性!

MedEdPublish (2016) Pub Date : 2024-06-17 eCollection Date: 2024-01-01 DOI:10.12688/mep.20040.2
Riki Houlden, Fiona Crichton
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引用次数: 0

摘要

背景:虚拟现实(VR)模拟培训是作者所在医院信托基金的研究生 1-2 年级医生的必修课。尽管如此,之前的一项定量研究表明,参与人数低于规定水平。虽然 VR 模拟的教育价值已得到强调,但很少有人关注研究生课程中参与者的使用情况。随着基于 VR 的临床教育的不断发展和融入,有必要了解影响研究生医生使用 VR 的频率的因素,以便最大限度地发挥其潜力:采用定性研究设计。所有 108 名来自 2020-21 培训年的 1-2 级研究生医生均受邀参加了半结构化访谈。访谈一直持续到信息冗余形式的数据饱和为止。结果:共进行了 17 次访谈:共进行了 17 次访谈。确定了影响参与 VR 模拟的四个主要主题:(1) 强制性鼓励参与,但也导致了消极的看法,认为这是一种 "打勾 "的做法;(2) 在获取资源方面存在多种挑战;(3) 人们认为情景模拟的教育价值有限;(4) VR 作为一种令人愉悦的休闲活动,在从中汲取益处方面还存在尚未开发的潜力:这些研究结果提出的建议包括(结论:这些研究结果提出的建议包括:(1)VR 模拟应是强制性的,但学习者应拥有一定程度的自主权;(2)应将模拟课程作为受保护的时间纳入医生的轮班表中;(3)应根据研究生课程、考试和专科培训的需要创建更具挑战性的情景;(4)以类似于游戏体验的难度级别系统的形式呈现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Want doctors to use VR simulation? Make it mandatory, accessible, educationally valuable, and enjoyable!

Background: Virtual reality (VR) simulation training is mandatory for postgraduate year 1-2 doctors at the author's hospital trust. Despite this, a preceding quantitative study demonstrated uptake below required levels. While the educational value of VR simulation has been highlighted, little attention has been paid to participant utilisation in postgraduate curricula. With the increasing development and incorporation of VR-based clinical education, it is essential to understand the factors influencing how frequently postgraduate doctors utilise it so that its potential can be maximised.

Methods: A qualitative study design was employed. All 108 postgraduate year 1-2 doctors from the 2020-21 training year were invited for a semi-structured interview. Interviews continued until data saturation was reached in the form of informational redundancy. Reflexive thematic analysis was conducted.

Results: A total of 17 interviews were conducted. Four main themes that influenced participation in VR simulation were identified: (1) the mandatory nature encouraged participation but led to negative perceptions as a tick-box exercise; (2) there were multiple challenges to accessing the resource; (3) the scenarios were felt to have limited educational value; and (4) there was untapped potential in drawing benefits from VR as an enjoyable leisure activity.

Conclusions: Recommendations from these findings include: (1) VR simulation should be mandatory but with a degree of learner autonomy; (2) sessions should be integrated into doctors' rotas as protected time; (3) more challenging scenarios ought to be created aligned with postgraduate courses, examinations, and specialty training, and (4) presented as a difficulty level system akin to gaming experiences.

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