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1.
World J Surg ; 42(8): 2392-2397, 2018 08.
Article in English | MEDLINE | ID: mdl-29340725

ABSTRACT

BACKGROUND: European surgeons are frequently subspecialized and trained primarily in elective surgical techniques. As trauma leaders, they may occasionally have to deal with complex polytrauma, advanced management techniques, differing priorities, and the need for multidisciplinary care. There is a lack of expertise, experience, and a low trauma volume, as well as a lack of research, with limited support as to the decision-making and teaching challenges present. We studied what experienced trauma experts describe as the challenges that are specific to the advanced surgical decision-making required, whether civilian, humanitarian, or military. METHODS: Design-based research using combined methods including interviews, reviews of authentic trauma cases, and video-recorded resuscitations performed at a high-volume civilian academic trauma center. RESULTS: Several educational dilemmas were identified: (1) thinking physiologically, (2) the application of damage control resuscitation and surgery, (3) differing priorities and time management, (4) impact of environment, (5) managing limited resources, (6) lack of general surgical skills, (7) different cultural behavior, and (8) ethical issues. CONCLUSION: The challenges presented, and the educational domains identified, constitute a basis for improved development of education and training in complex surgical decision-making. This study contributes new knowledge about the mindset required for decision-making in patients with complex multisystem trauma and competing priorities of care. This is, especially important in countries having a low intensity of trauma in both military and civilian environments, and consequential limited skills, and lack of expertise. Guidelines focused on the same decision-making process, using virtual patients and blended learning, can be developed.


Subject(s)
Decision Making , Multiple Trauma/surgery , Surgeons/education , Traumatology/education , Humans , Multiple Trauma/therapy , Resuscitation , Trauma Centers , Traumatology/ethics
2.
Injury ; 49(1): 93-96, 2018 Jan.
Article in English | MEDLINE | ID: mdl-29126602

ABSTRACT

INTRODUCTION: In the field of advanced care of the complex trauma patient, there is an emerging need for focused education and training. However, several hospitals do not support further education and training in this field, and the challenge of releasing time for physicians and nurses is well-known. Educational strategies using blended learning, which combines traditional classroom methods with modern computer-assisted methods and media, have not yet been widely used. This study analysed the educational challenges and areas for improvement, according to senior physicians and nurses, and investigated the potential use of blended learning. METHOD: The setting was an international course, Definitive Surgical Trauma Care (DSTC) - Military Version, part of a programme which prepares health professionals for work during extreme conditions. The sample consisted of senior physicians and nurses, participating in the course in September 2015. A survey was completed, interviews were performed and a post-course survey was conducted 18 months later in March 2017. RESULTS: The most difficult aspect of learning how to manage the complex trauma patient, was the lack of real practice. Even though the respondents were knowledgeable in advanced trauma, they lacked personal experience in managing complex trauma cases. Cases presented during the course represented significantly greater complexity of injury compared to those usually seen in hospitals and during military deployment. The following educational challenges were identified from the study: (1) Lack of experience and knowledge of advanced trauma care. (2) Lack of the use of blended learning as support for education and training. (3) Limited time available for preparation and reflection in the education and training process. (4) Lack of support for such education and training from home hospitals. (5) The unfulfilled requirement for multidisciplinary team-training in the military medical environment. CONCLUSION: Educational strategies and methods, such as blended learning can support education and training, and the learning process by unlimited practice in reasoning and decision making in virtual patients. It can also provide flexibility and mobility for senior health professionals and their home hospitals, and contribute to an improved military pre-deployment training with less time strain on the civilian home hospitals.


Subject(s)
Clinical Competence/standards , Computer-Assisted Instruction/standards , Education, Medical/standards , Military Medicine/education , Military Personnel/education , Physicians , Traumatology/education , Curriculum , Educational Measurement , Focus Groups , Humans , Program Development , Program Evaluation , Scandinavian and Nordic Countries
3.
Scand J Trauma Resusc Emerg Med ; 25(1): 38, 2017 Apr 11.
Article in English | MEDLINE | ID: mdl-28399912

ABSTRACT

BACKGROUND: Development and use of e-learning has not taken place to the same extent in military medicine in the Nordic countries. The aim was to explore the similarities and differences in education and training in military medicine for health professionals in the Nordic countries, and more specifically to identify the specific challenges regarding education and training of military medicine, and how e-learning is used at present and the opportunities for the future. METHODS: Key educators within military medicine in the Nordic countries, as approved by the respective Surgeons General, were interviewed and the interviews were analyzed using content analysis. RESULTS: The data showed that all Nordic countries cooperate in the field of military medical training to some extent. The models of recruitment and employment of health professionals differed as well as the degree of political support. These differences affected the ability for health professionals to gain actual experience from the military environment. To improve the quality of medical education and training, attempts were made to recruit physicians. The recruitment of physicians was considered a challenge which had resulted in disruptions of courses, training programs and maintenance of accreditation. The Nordic countries were described as having commonalities in the military medical systems and common needs for international collaboration within training, but differing in the range of education and training. Gaps were identified in methods for transferring outcomes from education into practice, as well as regarding evaluation and feedback of outcomes to military medicine. The educational tradition was described as oriented towards practical skills training without requirements on pedagogical education of educators. The results confirmed previous studies showing that e-learning was underutilized. Contextual understanding and experience of healthcare were seen as crucial factors for successful e-learning development. CONCLUSIONS: Extended Nordic cooperation on military medical education and training are needed because of the limited volumes of advanced trauma cases. A key issue to the success of e-learning and blended learning is combining educational competence with contextual understanding into a strategy, of how to use digital educational methods.


Subject(s)
Computer-Assisted Instruction/standards , Education, Medical/standards , Education, Professional/standards , Military Medicine/education , Education, Medical/methods , Education, Professional/methods , Humans , Learning , Nurses , Physicians , Scandinavian and Nordic Countries
4.
Stud Health Technol Inform ; 169: 676-80, 2011.
Article in English | MEDLINE | ID: mdl-21893833

ABSTRACT

We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings.


Subject(s)
Occupational Therapy/methods , Remote Consultation/methods , Stroke Rehabilitation , Telemedicine/methods , Adult , Algorithms , Equipment Design , Female , Home Care Services , Humans , Motor Skills , Quality of Life , Software , User-Computer Interface , Video Games
5.
Eur J Cardiovasc Nurs ; 10(4): 248-51, 2011 Dec.
Article in English | MEDLINE | ID: mdl-21764386

ABSTRACT

Long-term diseases are today the leading cause of mortality worldwide and are estimated to be the leading cause of disability by 2020. Person-centered care (PCC) has been shown to advance concordance between care provider and patient on treatment plans, improve health outcomes and increase patient satisfaction. Yet, despite these and other documented benefits, there are a variety of significant challenges to putting PCC into clinical practice. Although care providers today broadly acknowledge PCC to be an important part of care, in our experience we must establish routines that initiate, integrate, and safeguard PCC in daily clinical practice to ensure that PCC is systematically and consistently practiced, i.e. not just when we feel we have time for it. In this paper, we propose a few simple routines to facilitate and safeguard the transition to PCC. We believe that if conscientiously and systematically applied, they will help to make PCC the focus and mainstay of care in long-term illness.


Subject(s)
Cardiovascular Diseases/therapy , Patient Care Planning , Aged , Cardiovascular Diseases/nursing , Humans , Male
6.
Med Teach ; 30(8): e239-45, 2008.
Article in English | MEDLINE | ID: mdl-18946811

ABSTRACT

BACKGROUND: How students are introduced to their studies will affect the quality of learning. This project deals with tools for lifelong learning to increase students' awareness of learning how to learn. In parallel to an introductory course for students, a course for teachers was given with a focus on tutoring students. AIMS: To evaluate an interprofessional transition course for first-year health science students, the LearnAble project, and a teachers' course aiming to support students to be successful in their learning. METHOD: The project was followed up by a computer-based course evaluation, reflective journals, the Learning Process Questionnaire and the Approaches to Teaching Inventory. The questionnaires were distributed before and after the courses. Teachers (n = 31) and students (n = 270) in two courses from different health educations participated. RESULTS: Students' approaches to the course and to learning could be described as technical/reproductive, seeking for an identity or as reflective/transformative. The evaluation indicates that a deep approach to the studies among the students was related to higher age and female gender. Teachers with earlier pedagogical education supported students more in the attempts to question their own understanding. CONCLUSION: The most obvious result was the positive impact of being a tutor for a group of students in parallel to studying pedagogy.


Subject(s)
Health Personnel/education , Learning , Teaching , Universities , Curriculum , Faculty , Humans , Students , Surveys and Questionnaires , Sweden
7.
Cerebrovasc Dis ; 26(3): 289-96, 2008.
Article in English | MEDLINE | ID: mdl-18667809

ABSTRACT

BACKGROUND: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. METHODS: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. RESULTS: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. CONCLUSIONS: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke.


Subject(s)
Activities of Daily Living , Cognition , Imaging, Three-Dimensional , Motor Activity , Stroke Rehabilitation , Upper Extremity/physiopathology , User-Computer Interface , Video Games , Aged , Aged, 80 and over , Biomechanical Phenomena , Feasibility Studies , Female , Humans , Male , Middle Aged , Recovery of Function , Stroke/physiopathology , Stroke/psychology , Time Factors
8.
Stud Health Technol Inform ; 136: 77-82, 2008.
Article in English | MEDLINE | ID: mdl-18487711

ABSTRACT

The purpose of this project was to investigate the effects of Virtual Reality technology and haptics for stroke rehabilitation. Twenty-nine stroke subjects, 17 women, and 12 men aged 44-85 years, participated in three different studies. All participants responded favorable to the use of the VR activity station. A change of attitude took place after the subjects were exposed to playing computer games. The general experience with the VR application approach suggests that this treatment concept is promising in stroke rehabilitation, with a wide range of applicability.


Subject(s)
Stroke Rehabilitation , Therapy, Computer-Assisted , User-Computer Interface , Adult , Aged , Aged, 80 and over , Female , Humans , Male , Middle Aged , Motivation , Patient Satisfaction , Perceptual Disorders/psychology , Perceptual Disorders/rehabilitation , Psychomotor Performance , Rehabilitation Centers , Software , Stroke/psychology , Sweden , Video Games
9.
J Neuroeng Rehabil ; 4: 13, 2007 May 09.
Article in English | MEDLINE | ID: mdl-17490470

ABSTRACT

BACKGROUND: Virtual Reality provides new options for conducting motor assessment and training within computer-generated 3 dimensional environments. To date very little has been reported about normal performance in virtual environments. The objective of this study was to evaluate the test-retest reliability of a clinical procedure measuring trajectories with a haptic handheld stylus in a virtual environment and to establish normative data in healthy subjects using this haptic device. METHODS: Fifty-eight normal subjects; aged from 20 to 69, performed 3 dimensional hand movements in a virtual environment using a haptic device on three occasions within one week. Test-retest stability and standardized normative data were obtained for all subjects. RESULTS: No difference was found between test and retest. The limits of agreement revealed that changes in an individual's performance could not be detected. There was a training effect between the first test occasion and the third test occasion. Normative data are presented. CONCLUSION: A new test was developed for recording the kinematics of the handheld haptic stylus in a virtual environment. The normative data will be used for purposes of comparison in future assessments, such as before and after training of persons with neurological deficits.


Subject(s)
Biomechanical Phenomena/instrumentation , Motor Skills , User-Computer Interface , Adult , Aged , Arm , Data Collection , Female , Hand , Humans , Learning , Male , Middle Aged , Reference Values , Reproducibility of Results , Task Performance and Analysis
10.
Stud Health Technol Inform ; 125: 146-8, 2007.
Article in English | MEDLINE | ID: mdl-17377254

ABSTRACT

We propose a model for the structured design of games for post-stroke rehabilitation. The model is based on experiences with game development for a haptic and stereo vision immersive workbench intended for daily use in stroke patients' homes. A central component of this rehabilitation system is a library of games that are simultaneously entertaining for the patient and beneficial for rehabilitation [1], and where each game is designed for specific training tasks through the use of the model.


Subject(s)
Computer Simulation , Stroke Rehabilitation , User-Computer Interface , Home Care Services , Humans , Sweden
11.
Neurorehabil Neural Repair ; 21(2): 180-9, 2007.
Article in English | MEDLINE | ID: mdl-17312093

ABSTRACT

OBJECTIVE: This exploratory study assessed the possible effectiveness of hemiparetic upper extremity training in subjects with chronic stroke with computer instrumentation (haptic force feedback) and 3-dimensional visualization applied to computer games, as well as to evaluate concurrent computer-assisted assessment of the kinematics of movements and test whether any improvement detected in the computer environment was reflected in activities of daily living (ADLs). METHODS: A single-subject repeated-measures experimental design (AB) was used. After baseline testing, 5 patients were assigned to the therapy 3 times a week for 45 min for 5 weeks. Velocity, time needed to reach, and hand path ratio (reflecting superfluous movements) were the outcome measures, along with the Assessment of Motor and Process Skills and the Box and Block test. The follow-up phase (C) occurred 12 weeks later. RESULTS: Improvements were noted in velocity, time, and hand path ratio. One patient showed improvement in occupational performance in ADLs. CONCLUSIONS: The application of this strategy of using virtual reality (VR) technologies may be useful in assessing and training stroke patients. The results of this study must be reproduced in further studies. The VR systems can be placed in homes or other nonclinical settings.


Subject(s)
Motor Activity , Physical Therapy Modalities/instrumentation , Stroke Rehabilitation , User-Computer Interface , Video Games , Activities of Daily Living , Biomechanical Phenomena , Calibration , Chronic Disease , Depth Perception , Humans , Male , Middle Aged , Paresis/physiopathology , Paresis/rehabilitation , Stroke/physiopathology
12.
Stud Health Technol Inform ; 124: 51-6, 2006.
Article in English | MEDLINE | ID: mdl-17108503

ABSTRACT

We have constructed a haptic immersive workbench to be placed in the patients' home for daily adjusted rehabilitation. We also propose a system for Internet based connection and communication between patients and between patients and a clinical rehabilitation center and clinical assessment/evaluation centers. The benefits of a system for rehabilitation after stroke, based on VR, Haptics and Telemedicine should be: increased quality of life, lesser isolation, feeling more secure, fewer tiring transportations, more frequent exercising, better compliance to training, lower cost for transportation. The long term recovery for a larger group of patients with motor impairments is presently under evaluation.


Subject(s)
Feedback , Stroke Rehabilitation , Telemedicine , User-Computer Interface , Humans , United States
13.
Arch Phys Med Rehabil ; 85(8): 1247-50, 2004 Aug.
Article in English | MEDLINE | ID: mdl-15295748

ABSTRACT

OBJECTIVE: To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject. DESIGN: Single case, A-B-A design. SETTING: University hospital research laboratory. PARTICIPANT: A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity. INTERVENTION: The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions. MAIN OUTCOME MEASURES: Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance. RESULTS: Improvements were found in fine manual dexterity, grip force, and motor control of the affected upper extremity. The subject reported that there was a change in his day-to-day use of the upper extremity and that he was able to use it in activities that were previously impossible for him. CONCLUSIONS: Training with virtual reality and haptics can promote motor rehabilitation.


Subject(s)
Arm , Exercise Therapy/methods , Paresis/rehabilitation , Stroke/complications , User-Computer Interface , Video Games , Activities of Daily Living , Arm/physiopathology , Cerebral Infarction/complications , Depth Perception , Exercise Therapy/standards , Follow-Up Studies , Hand Strength , Humans , Male , Middle Aged , Motor Skills , Paresis/etiology , Paresis/physiopathology , Paresis/psychology , Psychomotor Performance , Recovery of Function , Stroke/diagnosis , Surveys and Questionnaires , Time Factors , Treatment Outcome , Video Games/psychology , Video Games/standards
14.
Cyberpsychol Behav ; 5(3): 207-11, 2002 Jun.
Article in English | MEDLINE | ID: mdl-12123242

ABSTRACT

Virtual reality (VR) technology is altering the health care environment and is changing the options that are available to therapists. This study describes how a haptic device was used as a cinematic assessment utility. Three chronic stroke inpatients at Sahlgrenska University Hospital with left hemisphere damage were assessed. The patients were administered by the box and block manual dexterity test. For comparisons, a reference group was added to the study. Several parameters, including time, speed, and movement of the right upper extremity, were extracted and evaluated. The results indicate that the system shows potential as an assessment device. The feasibility study setup is working well, as is the assessment method. Further research, testing, refinement of the exercises, and use of VR and haptics within neurological rehabilitation are suggested.


Subject(s)
Hemiplegia/rehabilitation , Psychomotor Disorders/rehabilitation , Stroke Rehabilitation , Therapy, Computer-Assisted , User-Computer Interface , Adult , Dominance, Cerebral/physiology , Exercise Therapy , Feasibility Studies , Humans , Kinesthesis , Male , Middle Aged , Orientation , Software
15.
J Electron Microsc (Tokyo) ; 51(2): 113-26, 2002.
Article in English | MEDLINE | ID: mdl-12005164

ABSTRACT

Here we describe a computer-assisted method which, based on conventional transmission electron microscopy, renders simulated high-voltage electron micrographs. We perform arithmetic minimum filtering on stacks of aligned serial transmission electron microscopic images. In this way, the structural information of the separate images is fused into one compound image that highlights organization patterns otherwise easily overlooked or impossible to comprehend. Our method, like high-voltage electron microscopy, offers the possibility to build stereo-pairs for high-resolution three-dimensional analysis of tissue layers 1-2 microm thick. The use of background elimination and the development of a depth enhancement routine improved the three-dimensional effect and facilitated the analysis of the interior of objects. As an example, we use the method to display the distribution of axonal organelles at nodes of Ranvier and the shape and contents of a highly branched hippocampal dendritic spine.


Subject(s)
Dendrites/ultrastructure , Hippocampus/ultrastructure , Image Processing, Computer-Assisted , Imaging, Three-Dimensional/methods , Ranvier's Nodes/ultrastructure , Animals , Cats , Computer Simulation , Image Processing, Computer-Assisted/methods , Microscopy, Electron/instrumentation , Rabbits
16.
Stud Health Technol Inform ; 85: 434-7, 2002.
Article in English | MEDLINE | ID: mdl-15458128

ABSTRACT

The objective of this pilot study is to identify the level of difficulty in which subjects with left hemisphere damage in the acute phase after stroke can start practicing in a virtual environment. Second, to test an application of Virtual Reality technology to existing occupational treatment methods in stroke rehabilitation and develop a platform for home rehabilitation controlled telemedically. The findings indicate that the system shows potential as an assessment and training device. The feasibility study setup is working well likewise the assessment method. Developing and increasing the complexity of the tasks must be based on the patient individual neurology, and that the cinematic motion patterns of the patient's are the basis for exercise design.


Subject(s)
Exercise Therapy/instrumentation , Home Care Services, Hospital-Based , Psychomotor Disorders/rehabilitation , Stroke Rehabilitation , Telemedicine/instrumentation , Therapy, Computer-Assisted/instrumentation , Touch , User-Computer Interface , Adult , Dominance, Cerebral , Feedback , Humans , Male , Middle Aged , Occupational Therapy/instrumentation , Pilot Projects , Software Design
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