沉浸式虚拟现实和人工智能(生成预训练变压器)增强学生对客观结构化临床检查的准备:混合方法研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-04-30 DOI:10.2196/69428
Shaniff Esmail, Brendan Concannon
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引用次数: 0

摘要

背景:沉浸式虚拟现实(VR)和人工智能已经被用来确定模拟临床考试设置是否可以减少一年级职业治疗学生准备客观结构化临床考试(oses)的焦虑。考试焦虑在高等教育学生中很常见,导致负面结果,如退学风险增加,成绩下降,就业机会有限。不熟悉特定考试环境的学生特别容易焦虑。VR模拟osce可以让学生熟悉考试环境,减少焦虑。目的:本研究旨在评估VR模拟临床环境的有效性,以减少学生对临床考试的焦虑,同时收集他们第一年课程经验的观点,以更好地了解他们的学习环境。方法:一项实验性非随机对照试验,比较两组职业治疗一年级学生的状态焦虑、特质测试焦虑和OSCE评分,采用独立t检验(双尾)进行分析。第1组(NoVR)不进行虚拟现实模拟,并作为第2组(YesVR)的对照组,后者进行虚拟现实模拟。当学生用自然语言与虚拟病人互动时,虚拟现实以生成式预训练变压器的形式使用人工智能来生成虚拟病人的反应。自我报告的心理测量量表在欧安组织调查前3天测量了焦虑水平。YesVR学生在欧安组织使用依赖t检验分析前3周和3天的2个时间点完成了感知准备调查。在欧安组织会议后一周内进行了半结构化访谈和焦点小组。使用解释性主题分析总结了学生对课堂和VR体验的看法。结果:共有60名学生参与研究,其中NoVR组32人(53%),YesVR组28人(47%),YesVR组状态焦虑显著降低(t58=3.96;结论:对不确定性的不容忍可能导致学生将模棱两可的考试情况解释为过度不稳定。研究结果表明,虚拟现实模拟与减少状态焦虑有关,尽管来自这个小的、非随机样本的结果应该谨慎解释。定性数据表明,VR帮助学生熟悉临床考试环境,潜在地减少了基于不确定性的焦虑。未来需要更大或随机样本的研究来证实这些发现,并探索提供反馈以增强学习的先进VR工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive Virtual Reality and AI (Generative Pretrained Transformer) to Enhance Student Preparedness for Objective Structured Clinical Examinations: Mixed Methods Study.

Background: Immersive virtual reality (VR) and artificial intelligence have been used to determine whether a simulated clinical exam setting can reduce anxiety in first-year occupational therapy students preparing for objective structured clinical examinations (OSCEs). Test anxiety is common among postsecondary students, leading to negative outcomes such as increased dropout risk, lower grades, and limited employment opportunities. Students unfamiliar with specific testing environments are particularly prone to anxiety. VR simulations of OSCEs may allow students to become familiar with the exam setting and reduce anxiety.

Objective: This study aimed to assess the efficacy of a VR simulation depicting clinical settings to reduce student anxiety about a clinical exam while gathering perspectives on their first-year coursework experiences to better understand their learning environment.

Methods: An experimental, nonrandomized controlled trial compared state anxiety, trait test anxiety, and OSCE grades in 2 groups of first-year occupational therapy students analyzed using independent t tests (2-tailed). Group 1 (NoVR) was not exposed to the VR simulation and acted as a control group for group 2 (YesVR), who were exposed to the VR simulation. The VR used artificial intelligence in the form of a generative pretrained transformer to generate responses from virtual patients as students interacted with them in natural language. Self-reported psychometric scales measured anxiety levels 3 days before the OSCE. YesVR students completed perceived preparation surveys at 2 time points-3 weeks and 3 days before the OSCE-analyzed using dependent t tests. Semistructured interviews and focus groups were conducted within 1 week after the OSCE. Student perspectives on their classes and VR experiences were summarized using interpretative thematic analysis.

Results: In total, 60 students-32 (53%) in the NoVR group and 28 (47%) in the YesVR group-participated in the study, and the YesVR group showed a significant reduction in state anxiety (t58=3.96; P<.001; Cohen d=1.02). The mean difference was 11.96 units (95% CI 5.92-18.01). Trait test anxiety and OSCE scores remained static between groups. There was an increase in all perceived preparedness variables in the YesVR group. In total, 42% (25/60) of the participants took part in interviews and focus groups, providing major themes regarding factors that affect OSCE performance, including student experience and background, feedback and support, fear of unknown, self-consciousness, and knowledge of the exam environment.

Conclusions: Intolerance of uncertainty may lead students to interpret ambiguous exam situations as overly precarious. Findings suggest that VR simulation was associated with reduced state anxiety, although results from this small, nonrandomized sample should be interpreted cautiously. Qualitative data indicated that VR helped students gain familiarity with clinical exam settings, potentially decreasing uncertainty-based anxiety. Future research with larger or randomized samples is needed to confirm these findings and explore advanced VR tools offering feedback to enhance learning.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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