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1.
J Surg Res ; 288: 372-382, 2023 08.
Artigo em Inglês | MEDLINE | ID: mdl-37079953

RESUMO

INTRODUCTION: Acquisition of technical skills remotely in a decentralized model requires an efficacious way of providing feedback. The primary objective was to test the efficacy of various forms of feedback on the acquisition of surgical skills by medical students. METHODS: Forty volunteers were randomized to four experimental groups, differing from the nature of feedback (free text versus structured) and who provided the feedback (expert versus peer learners). They had to perform sutures and upload attempts on a learning management system to receive interactive feedback. The pretest and retention test performances were assessed. RESULTS: All groups significantly improved from pretests to retention tests; however, participants using checklist showed statistically lower improvements than the other groups, which did not differ from each other. CONCLUSIONS: Remote learners can acquire surgical skills, and most importantly, peers who provide feedback, are as effective as experts if they use open-ended comments and not checklists.


Assuntos
Competência Clínica , Estudantes de Medicina , Humanos , Retroalimentação , Aprendizagem , Grupo Associado
2.
J Surg Res ; 288: 225-232, 2023 08.
Artigo em Inglês | MEDLINE | ID: mdl-37030179

RESUMO

INTRODUCTION: General surgery residents need to master the hand-sewn bowel anastomosis (HSBA) technique. However, practice opportunities outside of the operating room are rare, and commercial simulators are often costly. The objective of this study is to assess the efficacy of a new, affordable silicone small bowel simulator, made with a three-dimensional (3D) printed mold, as a training tool to learn this technique. METHODS: This was a single-blinded pilot randomized controlled trial comparing two groups of eight junior surgical residents. All participants completed a pretest using an inexpensive, custom developed 3D-printed simulator. Next, participants randomized to the experimental group practiced the HSBA skill at home (eight sessions), while those randomized to the control group did not receive any hands-on practice opportunities. A posttest was done using the same simulator as for the pretest and practice sessions, and the retention-transfer test was performed on an anesthetized porcine model. Pretests, posttests and retention-transfer tests were filmed and graded by a blinded evaluator using assessments of technical skills, quality of final product, and tests of procedural knowledge. RESULTS: The experimental group significantly improved after practicing with the model (P = 0.01), while an equivalent improvement was not noted in the control group (P = 0.07). Moreover, the experimental group's performance remained stable between the posttest and the retention-transfer test (P = 0.95). CONCLUSIONS: Our 3D-printed simulator is an affordable and efficacious tool to teach residents the HSBA technique. It allows development of surgical skills that are transferable to an in vivo model.


Assuntos
Anastomose Cirúrgica , Internato e Residência , Intestino Delgado , Animais , Abdome , Anastomose Cirúrgica/educação , Competência Clínica , Intestino Delgado/cirurgia , Intestinos , Impressão Tridimensional , Suínos , Humanos
3.
Appl Physiol Nutr Metab ; 49(1): 52-63, 2024 Jan 01.
Artigo em Inglês | MEDLINE | ID: mdl-37905542

RESUMO

Serious games (i.e., digital games designed for educational purposes) can foster positive learning attitudes and are increasingly used as educational tools. Foodbot Factory is a serious game application (app) that helps children learn about healthy eating based on Canada's Food Guide principles and has demonstrated to increase nutrition knowledge among this group. This paper describes the process followed to expand Foodbot Factory's educational content and integrate immersive technologies and innovative features into the app. The revision process, which was guided by the Obesity-Related Behavioral Intervention Trials model, included the following phases: first, an interdisciplinary team of nutrition scientists, education experts, and computer scientists analyzed data from the original pilot study, recently published literature, and feedback from stakeholders to define areas to improve Foodbot Factory. The five original Foodbot Factory modules were evaluated by the team during weekly meetings, where the educational content, interactive features, and other elements that required updates (e.g., aesthetics and accessibility) were identified. Second, prototypes were created and refined until a final version of Foodbot Factory was approved. Nineteen children tested the updated Foodbot Factory and found it "easy to use" (89%) and "fun" (95%). The new version of Foodbot Factory contains 19 learning objectives, including 13 original and six new objectives. Interactive engagement features in the updated Foodbot Factory included augmented reality incorporated into two learning modules; new mini-games were created, including a memory game; an overhaul of the aesthetics; (e.g., new food images); and accessibility features were included to support users with cognitive and vision disabilities.


Assuntos
Jogos de Vídeo , Criança , Humanos , Projetos Piloto , Aprendizagem , Retroalimentação , Escolaridade
4.
Cureus ; 16(2): e53450, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38435150

RESUMO

Healthcare providers, particularly during the COVID-19 crisis, have been forced to make difficult decisions and have reported acting in ways that are contrary to their moral values, integrity, and professional commitments, given the constraints in their work environments. Those actions and decisions may lead to healthcare providers' moral suffering and distress. This work outlines the development of the Moral Distress Virtual Reality Simulator (Moral Distress VRS) to research stress and moral distress among healthcare workers during the COVID-19 pandemic. The Moral Distress VRS was developed based on the agile methodology framework, with three simultaneous development streams. It followed a two-week sprint cycle, ending with meetings with stakeholders and subject matter experts, whereby the project requirements, scope, and features were revised, and feedback was provided on the prototypes until reaching the final prototype that was deployed for in-person study sessions. The final prototype had two user interfaces (UIs), one for the participant and one for the researcher, with voice narration and customizable character models wearing medical personal protective equipment, and followed a tree-based dialogue scenario, outputting a video recording of the session. The virtual environment replicated an ICU nursing station and a fully equipped patient room. We present the development process that guided this project, how different teams worked together and in parallel, and detail the decisions and outcomes in creating each major component within a limited deadline. Finally, we list the most significant challenges and difficulties faced and recommendations on how to solve them.

5.
JMIR Serious Games ; 12: e42813, 2024 Jan 09.
Artigo em Inglês | MEDLINE | ID: mdl-38194247

RESUMO

BACKGROUND: The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD and MI because it can effectively elicit psychophysiological responses, is customizable, and permits the controlled study of participants in real time. OBJECTIVE: This study aims to investigate the feasibility of using an intervention comprising a VR scenario and an educational video to examine MD among health care workers during the COVID-19 pandemic and to use our mobile app for longitudinal monitoring of stress, MD, and MI after the intervention. METHODS: We recruited 15 participants for a compound intervention consisting of a VR scenario followed by an educational video and a repetition of the VR scenario. The scenario portrayed a morally challenging situation related to a shortage of life-saving equipment. Physiological signals and scores of the Moral Injury Outcome Scale (MIOS) and Perceived Stress Scale (PSS) were collected. Participants underwent a debriefing session to provide their impressions of the intervention, and content analysis was performed on the sessions. Participants were also instructed to use a mobile app for 8 weeks after the intervention to monitor stress, MD, and mental health symptoms. We conducted Wilcoxon signed rank tests on the PSS and MIOS scores to investigate whether the VR scenario could induce stress and MD. We also evaluated user experience and the sense of presence after the intervention through semi-open-ended feedback and the Igroup Presence Questionnaire, respectively. Qualitative feedback was summarized and categorized to offer an experiential perspective. RESULTS: All participants completed the intervention. Mean pre- and postintervention scores were respectively 10.4 (SD 9.9) and 13.5 (SD 9.1) for the MIOS and 17.3 (SD 7.5) and 19.1 (SD 8.1) for the PSS. Statistical analyses revealed no significant pre- to postintervention difference in the MIOS and PSS scores (P=.11 and P=.22, respectively), suggesting that the experiment did not acutely induce significant levels of stress or MD. However, content analysis revealed feelings of guilt, shame, and betrayal, which relate to the experience of MD. On the basis of the Igroup Presence Questionnaire results, the VR scenario achieved an above-average degree of overall presence, spatial presence, and involvement, and slightly below-average realism. Of the 15 participants, 8 (53%) did not answer symptom surveys on the mobile app. CONCLUSIONS: Our study demonstrated VR to be a feasible method to simulate morally challenging situations and elicit genuine responses associated with MD with high acceptability and tolerability. Future research could better define the efficacy of VR in examining stress, MD, and MI both acutely and in the longer term. An improved participant strategy for mobile data capture is needed for future studies. TRIAL REGISTRATION: ClinicalTrails.gov NCT05001542; https://clinicaltrials.gov/study/NCT05001542. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/32240.

6.
JMIR Res Protoc ; 13: e54180, 2024 May 06.
Artigo em Inglês | MEDLINE | ID: mdl-38709554

RESUMO

BACKGROUND: Staffing and resource shortages, especially during the COVID-19 pandemic, have increased stress levels among health care workers. Many health care workers have reported feeling unable to maintain the quality of care expected within their profession, which, at times, may lead to moral distress and moral injury. Currently, interventions for moral distress and moral injury are limited. OBJECTIVE: This study has the following aims: (1) to characterize and reduce stress and moral distress related to decision-making in morally complex situations using a virtual reality (VR) scenario and a didactic intervention; (2) to identify features contributing to mental health outcomes using wearable, physiological, and self-reported questionnaire data; and (3) to create a personal digital phenotype profile that characterizes stress and moral distress at the individual level. METHODS: This will be a single cohort, pre- and posttest study of 100 nursing professionals in Ontario, Canada. Participants will undergo a VR simulation that requires them to make morally complex decisions related to patient care, which will be administered before and after an educational video on techniques to mitigate distress. During the VR session, participants will complete questionnaires measuring their distress and moral distress, and physiological data (electrocardiogram, electrodermal activity, plethysmography, and respiration) will be collected to assess their stress response. In a subsequent 12-week follow-up period, participants will complete regular assessments measuring clinical outcomes, including distress, moral distress, anxiety, depression, and loneliness. A wearable device will also be used to collect continuous data for 2 weeks before, throughout, and for 12 weeks after the VR session. A pre-post comparison will be conducted to analyze the effects of the VR intervention, and machine learning will be used to create a personal digital phenotype profile for each participant using the physiological, wearable, and self-reported data. Finally, thematic analysis of post-VR debriefing sessions and exit interviews will examine reoccurring codes and overarching themes expressed across participants' experiences. RESULTS: The study was funded in 2022 and received research ethics board approval in April 2023. The study is ongoing. CONCLUSIONS: It is expected that the VR scenario will elicit stress and moral distress. Additionally, the didactic intervention is anticipated to improve understanding of and decrease feelings of stress and moral distress. Models of digital phenotypes developed and integrated with wearables could allow for the prediction of risk and the assessment of treatment responses in individuals experiencing moral distress in real-time and naturalistic contexts. This paradigm could also be used in other populations prone to moral distress and injury, such as military and public safety personnel. TRIAL REGISTRATION: ClinicalTrials.gov NCT05923398; https://clinicaltrials.gov/study/NCT05923398. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/54180.


Assuntos
COVID-19 , Humanos , COVID-19/epidemiologia , Estudos de Coortes , Estresse Psicológico , Realidade Virtual , Ontário , Inquéritos e Questionários , Feminino , Masculino , Adulto , Estresse Ocupacional
7.
Stud Health Technol Inform ; 184: 404-6, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23400192

RESUMO

We present Z-DOC, a (prototype) serious game for training plastic surgery residents the steps comprising the Z-plasty surgical procedure. Z-DOC employs touch-based interactions and promotes competition amongst multiple players/users thus promote engagement and motivation. It is hypothesized that by learning the Z-plasty procedure in an interactive, engaging, and fun gaming environment, trainees will have a much better understanding of the procedure than by traditional learning modalities.


Assuntos
Cicatriz/cirurgia , Instrução por Computador/métodos , Modelos Biológicos , Procedimentos de Cirurgia Plástica/métodos , Cirurgia Assistida por Computador/métodos , Interface Usuário-Computador , Jogos de Vídeo , Simulação por Computador , Humanos , Procedimentos de Cirurgia Plástica/instrumentação , Retalhos Cirúrgicos
8.
Stud Health Technol Inform ; 184: 71-7, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23400133

RESUMO

Both simulation-based education and training (SBET) and Web-based Learning (WBL) are increasingly used in medical education. We developed a Web-based learning course on "Observational Practice and Educational Networking" (OPEN), to augment SBET for central venous catheterization (CVC), a complex clinical skill, for novice learners. This pilot study aimed to firstly, understand the perspectives of novice learners on using WBL in preparation for SBET for a psychomotor skill and secondly, to observe how learners use the OPEN courseware to learn more about how to perform this skill.


Assuntos
Cateterismo Venoso Central/métodos , Instrução por Computador/métodos , Avaliação Educacional/métodos , Procedimentos Endovasculares/educação , Imageamento Tridimensional/métodos , Internet , Interface Usuário-Computador , Desenho de Equipamento , Análise de Falha de Equipamento , Humanos , Competência Profissional
9.
Stud Health Technol Inform ; 184: 222-4, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23400160

RESUMO

There is a lack of evidence for the use of Web-based Learning (WBL) and Computer Supported Collaborative Learning (CSCL) for acquiring psychomotor skills in medical education. In this study, we surveyed medical undergraduate students attending a simulation based training session for central line insertion on their perspectives and utilization of WBL and CSCL for acquisition of a complex psychomotor skill.


Assuntos
Instrução por Computador/métodos , Avaliação Educacional , Internet , Desempenho Psicomotor/fisiologia , Estudantes de Medicina/estatística & dados numéricos , Feminino , Humanos , Masculino , Ontário , Adulto Jovem
10.
Stud Health Technol Inform ; 184: 276-8, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23400170

RESUMO

Simulation-augmented education and training (SAET) is an expensive educational tool that may be facilitated through social networking technologies or Computer Supported Collaborative Learning (CSCL). This study examined the perceptions of medical undergraduates participating in SAET for knot tying skills to identify perceptions and barriers to implementation of social networking technologies within a broader medical education curriculum. The majority of participants (89%) found CSCL aided their learning of the technical skill and identified privacy and accessibility as major barriers to the tools implementation.


Assuntos
Instrução por Computador/estatística & dados numéricos , Educação Médica/métodos , Educação Médica/estatística & dados numéricos , Avaliação Educacional/estatística & dados numéricos , Percepção , Apoio Social , Estudantes de Medicina/estatística & dados numéricos , Ontário
11.
Cureus ; 15(11): e48384, 2023 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-38060698

RESUMO

Previous research indicates that greater empathy by healthcare providers (HCPs) and informal caregivers leads to better care and improved patient satisfaction and outcomes for persons living with dementia (PLWD). Since few programs exist to train HCPs to develop empathy, we created the augmented reality education experience (AREduX), a proof-of-concept prototype that employs augmented reality (AR) to simulate the physical and cognitive symptoms that PLWD experience. This unique experience simulates the effects of dementia for training purposes with the goal of promoting more empathetic responses from HCPs and informal caregivers when attending to a PLWD. This technical report provides an overview of the five phases of the research program, conceptualization, development and design, usability testing and prototype updating, testing of refined prototype including measuring participants' empathy pre/post interaction with the AREduX, and analysis and dissemination of results, but focuses on Phase 2, development and design. We believe that the AREduX will substantially contribute to the scientific literature on the development of empathy, address the knowledge gap that exists regarding evidence-based understanding of empathy as a construct, and contribute to further recommendations aligned with implementing AR as an experiential education method to enhance empathy among HCPs and caregivers of PLWD.

12.
Discov Educ ; 2(1): 19, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37469757

RESUMO

Background: Progress in remote educational strategies was fueled by the advent of the COVID-19 pandemic. This pilot RCT explored the efficacy of a decentralized model of simulation based on principles of observational and peer-to-peer learning for the acquisition of surgical skills. Methods: Sixty medical students from the University of Montreal learned the running subcuticular suture in four different conditions: (1) Control group (2) Self-learning (3) Peer-learning (4) Peer-learning with expert feedback. The control group learned with error-free videos, while the others, through videos illustrating strategic sub-optimal performances to be identified and discussed by students. Performance on a simulator at the end of the learning period, was assessed by an expert using a global rating scale (GRS) and checklist (CL). Results: Students engaging in peer-to-peer learning strategies outperformed students who learned alone. The presence of an expert, and passive vs active observational learning strategies did not impact performance. Conclusion: This study supports the efficacy of a remote learning strategy and demonstrates how collaborative discourse optimizes the students' acquisition of surgical skills. These remote simulation strategies create the potential for implantation in future medical curriculum design.Trial Registration: NCT04425499 2020-05-06.

13.
Cureus ; 15(5): e38722, 2023 May.
Artigo em Inglês | MEDLINE | ID: mdl-37292525

RESUMO

Feedback is an essential component of medical education, especially during clinical rotations. There is growing interest in learner-related factors that can optimize feedback's efficiency, including goal orientation, reflection, self-assessment, and emotional response. However, no mobile application or curriculum currently exists to specifically address those factors. This technical report describes the concept, design, and learner-based feedback of an innovative online application, available on mobile phones, developed to bridge this gap. Eighteen students in their third or fourth year of medical school provided comments on a pilot version of the application. The majority of learners deemed the module relevant, interesting, and helpful to guide reflection and self-assessment, therefore fostering better preparation before an upcoming feedback session. Minor improvements were suggested in terms of content and format. The learners' initial positive response supports further efforts to engage in validity and evaluation research. Future steps include modifying the mobile application based on learners' comments, evaluating its efficacy in a real clinical setting, and clarifying whether it is most beneficial for mid-rotation or end-of-rotation feedback sessions.

14.
Artigo em Inglês | MEDLINE | ID: mdl-38083372

RESUMO

Due to the constraints of the COVID-19 pandemic, healthcare workers have reported behaving in ways that are contrary to their values, which may result in distress and injury. This work is the first of its kind to evaluate the presence of stress in the COVID-19 VR Healthcare Simulation for Distress dataset. The dataset collected passive physiological signals and active mental health questionnaires. This paper focuses on correlating electrocardiogram, respiration, photoplethysmography, and galvanic skin response with the Perceived Stress Scale (PSS)-10 questionnaire. The analysis involved data-driven techniques for a robust evaluation of stress among participants. Low-complexity pre-processing and feature extraction techniques were applied and support vector machine and decision tree models were created to predict the PSS-10 scores of users. Imbalanced data classification techniques were used to further enhance our understanding of the results. Decision tree with oversampling through Synthetic Minority Oversampling Technique achieved an accuracy, precision, recall, and F1 of 93.50%, 93.41%, 93.31%, and 93.35%, respectively. Our findings offer novel results and clinically valuable insights for stress detection and potential for translation to edge computing applications to enhance privacy, longitudinal monitoring, and simplify device requirements.


Assuntos
COVID-19 , Pandemias , Humanos , COVID-19/epidemiologia , Pessoal de Saúde/psicologia , Estresse Psicológico/diagnóstico
15.
Comput Methods Programs Biomed ; 240: 107645, 2023 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-37352806

RESUMO

BACKGROUND AND OBJECTIVE: Due to the constraints of the COVID-19 pandemic, healthcare workers have reported acting in ways that are contrary to their moral values, and this may result in moral distress. This paper proposes the novel digital phenotype profile (DPP) tool, developed specifically to evaluate stress experiences within participants. The DPP tool was evaluated using the COVID-19 VR Healthcare Simulation of Stress Experience (HSSE) dataset (NCT05001542), which is composed of passive physiological signals and active mental health questionnaires. The DPP tool focuses on correlating electrocardiogram, respiration, photoplethysmography, and galvanic skin response with moral injury outcome scale (Brief MIOS). METHODS: Data-driven techniques are encompassed to develop a tool for robust evaluation of distress among participants. To accomplish this, we applied pre-processing techniques which involved normalization, data sanitation, segmentation, and windowing. During feature analysis, we extracted domain-specific features, followed by feature selection techniques to rank the importance of the feature set. Prior to classification, we employed k-means clustering to group the Brief MIOS scores to low, moderate, and high moral distress as the Brief MIOS lacks established severity cut-off scores. Support vector machine and decision tree models were used to create machine learning models to predict moral distress severities. RESULTS: Weighted support vector machine with leave-one-subject-out-cross-validation evaluated the separation of the Brief MIOS scores and achieved an average accuracy, precision, sensitivity, and F1 of 98.67%, 98.83%, 99.44%, and 99.13%, respectively. Various machine learning ablation tests were performed to support our results and further enhance the understanding of the predictive model. CONCLUSION: Our findings demonstrate the feasibility to develop a DPP tool to predict distress experiences using a combination of mental health questionnaires and passive signals. The DPP tool is the first of its kind developed from the analysis of the HSSE dataset. Additional validation is needed for the DPP tool through replication in larger sample sizes.


Assuntos
COVID-19 , Humanos , Pandemias , Pessoal de Saúde/psicologia , Aprendizado de Máquina , Fenótipo
16.
Med Educ ; 46(4): 409-16, 2012 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-22429177

RESUMO

CONTEXT: Video-based observational practice can extend simulation-based learning outside the training space. This study explores the value of collaborative feedback provided during observational practice to the acquisition of clinical skills. METHODS: Nursing students viewed a video demonstrating the proper ventrogluteal injection technique before performing a videotaped pre-test trial on a simulator. They were then assigned randomly to one of three observational practice groups: a group that observed the expert demonstration (EO group); a group that viewed the expert demonstration, self-assessed their individual pre-test and contrasted their self-assessments with expert feedback (ESO group), and a group that observed the expert demonstration, self-assessed and contrasted their assessments with those of an expert, and formed a community that engaged in peer-to-peer feedback (ESPO group). The observation of all videos, the provision of assessments and all networking occurred via an Internet-mediated network. After 2 weeks, participants returned for post-tests and transfer tests. RESULTS: The pre-test-post-test analyses revealed significant interactions (global rating scale: F((2,22)) =4.00 [p =0.033]; checklist: F((2,22)) =4.31 [p =0.026]), which indicated that post-test performance in the ESPO group was significantly better than pre-test performance. The transfer analyses revealed main effects for both the global rating scale (F((2,23)) =6.73; p =0.005) and validated checklist (F((2,23)) =7.04; p =0.004) measures. Participants in the ESPO group performed better on the transfer test than those in the EO group. CONCLUSIONS: The results suggest that video-based observational practice can be effective in extending simulation-based learning, but its effectiveness is mediated by the amount of time the learner spends engaged in the practice and the type of learning activities the learner performs in the observational practice environment. We speculate that increasing collaborative interactivity supports observational learning by increasing the extent to which the educational environment can accommodate learners' specific needs.


Assuntos
Competência Clínica/normas , Instrução por Computador/métodos , Educação em Enfermagem/métodos , Avaliação Educacional/métodos , Estudantes de Enfermagem/psicologia , Instrução por Computador/normas , Comportamento Cooperativo , Educação em Enfermagem/normas , Avaliação Educacional/normas , Retroalimentação , Humanos , Análise e Desempenho de Tarefas , Ensino/métodos , Gravação em Vídeo
17.
J Vis ; 12(10): 7, 2012 Sep 12.
Artigo em Inglês | MEDLINE | ID: mdl-22976397

RESUMO

When illusory self-motion is induced in a stationary observer by optic flow, the perceived distance traveled is generally overestimated relative to the distance of a remembered target (Redlick, Harris, & Jenkin, 2001): subjects feel they have gone further than the simulated distance and indicate that they have arrived at a target's previously seen location too early. In this article we assess how the radial and laminar components of translational optic flow contribute to the perceived distance traveled. Subjects monocularly viewed a target presented in a virtual hallway wallpapered with stripes that periodically changed color to prevent tracking. The target was then extinguished and the visible area of the hallway shrunk to an oval region 40° (h) × 24° (v). Subjects either continued to look centrally or shifted their gaze eccentrically, thus varying the relative amounts of radial and laminar flow visible. They were then presented with visual motion compatible with moving down the hallway toward the target and pressed a button when they perceived that they had reached the target's remembered position. Data were modeled by the output of a leaky spatial integrator (Lappe, Jenkin, & Harris, 2007). The sensory gain varied systematically with viewing eccentricity while the leak constant was independent of viewing eccentricity. Results were modeled as the linear sum of separate mechanisms sensitive to radial and laminar optic flow. Results are compatible with independent channels for processing the radial and laminar flow components of optic flow that add linearly to produce large but predictable errors in perceived distance traveled.


Assuntos
Percepção de Distância/fisiologia , Percepção de Movimento/fisiologia , Fluxo Óptico/fisiologia , Adulto , Feminino , Humanos , Masculino , Estimulação Luminosa/métodos
18.
Stud Health Technol Inform ; 173: 97-101, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22356965

RESUMO

This pilot study explored the use of tensiometry as a measure of retention of knot tying skills. Medical students learned a one-handed square knot tying technique. Their final performances were video recorded and these videos were uploaded on to a website. Students were divided into two groups: an observational learning group that had access to videos before a retention test, and a control group that did not. After a two-week retention period, all students came back and performed one more trial to test the amount of retention of the skill. Tensiometry was used to measure strengths of the knots before and after the retention period. The scores showed no significant difference between the groups (p>0.308) or tests (p>0.737). We interpret the results to suggest that tensiometry is not sensitive enough to detect degradation in the performance of fundamental clinical skills as they are forgotten after being taught.


Assuntos
Competência Clínica , Simulação por Computador , Avaliação Educacional/métodos , Retenção Psicológica , Técnicas de Sutura/educação , Humanos , Projetos Piloto , Procedimentos Cirúrgicos Operatórios
19.
Stud Health Technol Inform ; 173: 386-92, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22357023

RESUMO

Despite the benefits associated with virtual learning environments and serious games, there are open, fundamental issues regarding simulation fidelity and multi-modal cue interaction and their effect on immersion, transfer of knowledge, and retention. Here we describe the results of a study that examined the effect of ambient (background) sound on the perception of visual fidelity (defined with respect to texture resolution). Results suggest that the perception of visual fidelity is dependent on ambient sound and more specifically, white noise can have detrimental effects on our perception of high quality visuals. The results of this study will guide future studies that will ultimately aid in developing an understanding of the role that fidelity, and multi-modal interactions play with respect to knowledge transfer and retention for users of virtual simulations and serious games.


Assuntos
Som , Jogos de Vídeo , Simulação por Computador , Feminino , Humanos , Imageamento Tridimensional , Masculino , Ontário , Estimulação Luminosa , Inquéritos e Questionários , Adulto Jovem
20.
Stud Health Technol Inform ; 173: 393-7, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22357024

RESUMO

This study explored the activities of trainees learning technical skills using an educational networking tool with and without expert facilitation. Medical students (participants) were video-recorded practicing suturing and knot tying techniques and the resulting videos were uploaded to an educational networking site. Participants were then divided into two groups (one group containing an expert facilitator while the other group did not) and encouraged to comment on the videos within their group. We monitored the number of logins and comments posted and all participants completed an exit survey. There were no differences between the activities the two groups (p = 0.387). We conclude that the presence of an expert within collaborative Internet environments in not necessary to promote interactivity amongst the learners.


Assuntos
Competência Clínica , Retroalimentação , Internet , Aprendizagem , Interface Usuário-Computador , Humanos , Ontário , Estudantes de Medicina , Inquéritos e Questionários
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