[寓教于乐,认真操作:外科培训的新时代]。

Pascal Burri, Dimitrios Chatziisaak, Moritz Sparn, Stephan Bischofberger
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引用次数: 0

摘要

背景:传统的外科培训和进修历来都是在师徒关系的框架内进行的,包括长时间的工作和实践经验;然而,自 2003 年起,美国以及瑞士和欧盟的监管政策发生了变化,导致住院医师的工作时间受到限制。因此,"看一遍、做一遍、教一遍 "的传统外科培训方法受到质疑,促使人们在手术室之外寻找其他培训方法:本出版物强调了在外科培训和进修中使用虚拟现实(VR)和游戏化的可能性和局限性。它探讨了这些技术资源提高住院医师工作效率和参与度的能力,以及将其纳入外科培训课程的可行性:本研究基于对外科培训、VR 和游戏化当前发展的文献检索。此外,还分析了在医学培训和继续教育中使用 VR 和游戏化的各种研究和项目:本次调查显示,VR 的使用降低了围手术期的风险,改善了培训环境和学习效果。游戏化的使用也提高了住院医生的积极性和参与度。因此,VR 和游戏化的融合可以提高医学教育的质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
[Learn playfully, operate seriously : The new era of surgical training].

Background: Traditional surgical training and further education has historically involved long working hours and hands-on experience within the framework of a teacher-apprentice relationship; however, changes in regulatory policy in the USA and subsequently in Switzerland and the European Union from 2003, led to restrictions in the working hours of medical residents. As a result the traditional method of surgical training "see one, do one, teach one" has come under scrutiny, prompting a search for alternative training methods beyond the confines of the operating theater.

Objective: This publication highlights the possibilities and limitations associated with the use of virtual reality (VR) and gamification in surgical training and further education. It examines the ability of these technological resources to enhance the effectiveness and engagement of medical residents and the feasibility of incorporating them into the surgical training curriculum.

Material and methods: The study was based on a literature search for current developments in surgical training, VR and gamification. Furthermore, various studies and projects that investigated the use of VR and gamification in medical training and further education were analyzed.

Results and discussion: In this investigation it could be shown that the use of VR reduces the perioperative risks and improves the training environment and learning. The use of gamification also increases the motivation and engagement of the medical residents. As a result the quality of medical education can be improved by the fusion of VR and gamification.

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