虚拟现实在骨科物理治疗教学中的教学设计:一项随机对照试验

Aaron J. Hartstein, K. Zimney, Margaret Verkuyl, Jean Yockey, Patti Berg-Poppe
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引用次数: 1

摘要

介绍有效的临床决策(CDM)技能对物理治疗师的实践至关重要。本研究的目的是比较虚拟现实(VR)患者模拟与传统标准化患者模拟对学生物理治疗师(SPT)CDM的影响。文献综述。促进清洁发展机制需要真正的体验式学习机会。VR模拟对SPT CDM的影响尚不清楚。受试者。59名一年级SPT参与了这项研究。方法。一项随机对照试验比较了VR和标准化患者模拟对59名上肢骨科一年级学生CDM几个方面的影响。在分配教学前后对认知CDM能力和元认知意识进行评估。在指导过程中测量诊断准确性和诊断效率。在指导后立即评估学生的参与度,并在一周后评估心理运动技能。后果VR和标准化患者指导后,CDM的组内差异具有统计学意义,但未发现组间差异。尽管在两种学习体验中,效果大小都被认为很大,但在VR体验后,观察到的实验效果更大。在元认知意识、诊断准确性或心理运动技能评估之间没有发现组间差异。在标准化患者条件下,诊断效率在统计学上显著更高,而在VR条件下,参与度显著更高。讨论和结论。无论采用何种教学方法,对清洁发展机制的感知措施都得到了改进;但VR后效果更大。这些发现揭示了促进CDM的两种有效的体验式学习选择。这些结果体现了CDM发展的规范轨迹和差异化课程教学的建议。尽管最初资源密集,但虚拟现实技术似乎能够以有效的方式提高CDM技能,从而最大限度地减少未来的成本和与标准化患者指导相关的教师便利。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Randomized Controlled Trial
Introduction. Effective clinical decision-making (CDM) skills are essential for physical therapist practice. The purpose of this study was to compare the effects of virtual reality (VR) patient simulation with those of a traditional standardized patient simulation on the CDM of student physical therapists (SPTs). Review of Literature. Authentic experiential learning opportunities are needed to promote CDM. The effects of VR simulation on the CDM of SPTs are unknown. Subjects. Fifty-nine first-year SPTs participated in this study. Methods. A randomized controlled trial compared the effects of VR with those of standardized patient simulation on several aspects of CDM in 59 first-year students after an upper extremity orthopedic unit. Perceived CDM abilities and metacognitive awareness were assessed before and after allocated instruction. Diagnostic accuracy and diagnostic efficiency were measured during instruction. Student engagement was assessed immediately after instruction and psychomotor skill was assessed 1 week later. Results. Statistically significant within-group differences in CDM were noted after both VR and standardized patient instruction, but no between-group differences were found. Although effect sizes were considered large with either learning experience, the observed experimental effect was greater after a VR experience. No between-group differences were found between metacognitive awareness, diagnostic accuracy, or psychomotor skill assessment. Diagnostic efficiency was statistically significantly greater in the standardized patient condition, while engagement was significantly greater in the VR condition. Discussion and Conclusion. Measures of perceived CDM improved regardless of instructional method; however, the effect size was greater after VR. These findings reveal 2 effective experiential learning options to promote CDM. These results exemplify the normative trajectory of CDM development and recommendations for differentiated curricular instruction. Although resource intensive initially, VR technology appears capable of advancing CDM skills in an efficient manner that may minimize future cost and the faculty facilitation associated with standardized patient instruction.
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