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1.
Adv Simul (Lond) ; 8(1): 18, 2023 Jul 17.
Artículo en Inglés | MEDLINE | ID: mdl-37460943

RESUMEN

BACKGROUND: Operating rooms have become more technically complex due to new advanced procedures, which has increased demands on teamwork in the operating room. In response, team training has been proposed to improve team performance, workplace culture, and patient safety. We developed and delivered a simulation-based team training course for entire professional surgical teams. This type of intervention has been proposed by researchers but has not been widely published. The aims of this intervention study were to examine participants' reactions to the course in terms of their motivation for the training and their self-efficacy in relation to their performance, as well as their views on transferring the lessons learned in the course to their workplace. METHODS: In a prospective mixed-methods intervention study, operating room professionals participated in a full-day simulation-based teamwork training course. Learning objectives were nontechnical skills, specifically communication and collaboration across the team. Seventy-one staff members representing 5 operating room professions were included, and the average work experience of participants was 6 years. Quantitative data on self-efficacy and situational motivation were collected by questionnaires before and after training. Qualitative data were collected through 5 focus group interviews that took place in direct relation to the courses and included a total of 31 participants. Transcripts were coded and analyzed using thematic analysis. RESULTS: All occupations showed a similar pattern in terms of increases in self-efficacy and intrinsic motivation after the training. Analysis of the qualitative data showed that training in one's profession and in authentic multiprofessional teams was important factors for motivation. Participating staff described an awareness of undesirable communication barriers in surgical teams that can lead to risks for patients. Systematic training was definitely perceived as a means to reduce barriers and improve communication and collaboration. CONCLUSION: Simulation-based training was equally well received by all professional groups. Our results confirm the feasibility of this type of training for professional teams and promising opportunities for improving teamwork skills. The qualitative data reveal both opportunities and limitations for transferring the learning experiences to the workplace.

3.
Int J Med Educ ; 9: 86-92, 2018 Mar 28.
Artículo en Inglés | MEDLINE | ID: mdl-29599421

RESUMEN

OBJECTIVES: To compare medical students' and residents' knowledge retention of assessment, diagnosis and treatment procedures, as well as a learning experience, of patients with spinal trauma after training with either a Virtual Patient case or a video-recorded traditional lecture. METHODS: A total of 170 volunteers (85 medical students and 85 residents in orthopedic surgery) were randomly allocated (stratified for student/resident and gender) to either a video-recorded standard lecture or a Virtual Patient-based training session where they interactively assessed a clinical case portraying a motorcycle accident. The knowledge retention was assessed by a test immediately following the educational intervention and repeated after a minimum of 2 months. Participants' learning experiences were evaluated with exit questionnaires. A repeated-measures analysis of variance was applied on knowledge scores. A total of 81% (n = 138) of the participants completed both tests. RESULTS: There was a small but significant decline in first and second test results for both groups (F(1, 135) = 18.154, p = 0.00). However, no significant differences in short-term and long-term knowledge retention were observed between the two teaching methods. The Virtual Patient group reported higher learning experience levels in engagement, stimulation, general perception, and expectations. CONCLUSIONS: Participants' levels engagement were reported in favor of the VP format. Similar knowledge retention was achieved through either a Virtual Patient or a recorded lecture.


Asunto(s)
Instrucción por Computador/métodos , Modelación Específica para el Paciente , Aprendizaje Basado en Problemas/métodos , Retención en Psicología , Grabación en Video , Realidad Virtual , Heridas y Lesiones/terapia , Accidentes de Tránsito , Adulto , Evaluación Educacional , Femenino , Humanos , Conocimiento , Aprendizaje , Masculino , Motocicletas , Estudiantes de Medicina/psicología , Adulto Joven
4.
BMC Med Educ ; 17(1): 37, 2017 Feb 10.
Artículo en Inglés | MEDLINE | ID: mdl-28183316

RESUMEN

BACKGROUND: Patient safety education, as well as the safety climate at clinical rotations, has an impact on students' attitudes. We explored medical students' self-reported motivation to participate in simulation-based teamwork training (SBTT), with the hypothesis that high scores in patient safety attitudes would promote motivation to SBTT and that intrinsic motivation would increase after training. METHODS: In a prospective cohort study we explored Swedish medical students' attitudes to patient safety, their motivation to participate in SBTT and how motivation was affected by the training. The setting was an integrated SBTT course during the surgical semester that focused on non-technical skills and safe treatment of surgical emergencies. Data was collected using the Situational Motivation Scale (SIMS) and the Attitudes to Patient Safety Questionnaire (APSQ). RESULTS: We found a positive correlation between students' individual patient safety attitudes and self-reported motivation (identified regulation) to participate in SBTT. We also found that intrinsic motivation increased after training. Female students in our study scored higher than males regarding some of the APSQ sub-scores and the entire group scored higher or on par with comparable international samples. CONCLUSION: In order to enable safe practice and professionalism in healthcare, students' engagement in patient safety education is important. Our finding that students' patient safety attitudes show a positive correlation to motivation and that intrinsic motivation increases after training underpins patient safety climate and integrated teaching of patient safety issues at medical schools in order to help students develop the knowledge, skills and attitudes required for safe practice.


Asunto(s)
Actitud del Personal de Salud , Educación de Pregrado en Medicina/normas , Tratamiento de Urgencia/normas , Seguridad del Paciente/normas , Entrenamiento Simulado , Estudiantes de Medicina/psicología , Adulto , Educación de Pregrado en Medicina/métodos , Tratamiento de Urgencia/métodos , Femenino , Cirugía General/educación , Humanos , Masculino , Persona de Mediana Edad , Motivación , Grupo de Atención al Paciente/organización & administración , Grupo de Atención al Paciente/normas , Periodo Perioperatorio/efectos adversos , Estudios Prospectivos , Suecia , Adulto Joven
5.
JMIR Serious Games ; 4(2): e22, 2016 Dec 16.
Artículo en Inglés | MEDLINE | ID: mdl-27986645

RESUMEN

BACKGROUND: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. OBJECTIVE: The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). METHODS: Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. RESULTS: Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. CONCLUSIONS: Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance.

6.
Int J Med Educ ; 7: 56-61, 2016 Feb 21.
Artículo en Inglés | MEDLINE | ID: mdl-26897701

RESUMEN

OBJECTIVE: To investigate whether surgical simulation performance and previous video gaming experience would correlate with higher motivation to further train a specific simulator task and whether visual-spatial ability would rank higher in importance to surgical performance than the above. It was also examined whether or not motivation would correlate with a preference to choose a surgical specialty in the future and if simulator training would increase the interest in choosing that same work field. METHODS: Motivation and general interest in surgery was measured pre- and post-training in 30 medical students at Karolinska Institutet who were tested in a laparoscopic surgical simulator in parallel with measurement of visual-spatial ability and self-estimated video gaming experience. Correlations between simulator performance metrics, visual-spatial ability and motivation were statistically analyzed using regression analysis. RESULTS: A good result in the first simulator trial correlated with higher self-determination index (r =-0.46, p=0.05) in male students. Visual-spatial ability was the most important underlying factor followed by intrinsic motivation score and finally video gaming experience (p=0.02, p=0.05, p=0.11) regarding simulator performance in male students. Simulator training increased interest in surgery when studying all subjects (p=0.01), male subjects (p=0.02) as well as subjects with low video gaming experience (p=0.02). CONCLUSIONS: This preliminary study highlights individual differences regarding the effect of simulator training on motivation that can be taken into account when designing simulator training curricula, although the sample size is quite small and findings should be interpreted carefully.


Asunto(s)
Motivación , Entrenamiento Simulado/métodos , Percepción Espacial , Estudiantes de Medicina/psicología , Adulto , Instrucción por Computador , Curriculum , Femenino , Humanos , Laparoscopía/educación , Masculino , Análisis de Regresión , Factores Sexuales , Juegos de Video , Adulto Joven
7.
Int J Med Educ ; 6: 93-100, 2015 Jul 29.
Artículo en Inglés | MEDLINE | ID: mdl-26223033

RESUMEN

OBJECTIVE: This study aimed to explore the value of individualized feedback on performance, flow and self-efficacy during simulated laparoscopy. Furthermore, we wished to explore attitudes towards feedback and simulator training among medical students. METHODS: Sixteen medical students were included in the study and randomized to laparoscopic simulator training with or without feedback. A teacher provided individualized feedback continuously throughout the procedures to the target group. Validated questionnaires and scales were used to evaluate self-efficacy and flow. The Mann-Whitney U test was used to evaluate differences between groups regarding laparoscopic performance (instrument path length), self-efficacy and flow. Qualitative data was collected by group interviews and interpreted using inductive thematic analyses. RESULTS: Sixteen students completed the simulator training and questionnaires. Instrument path length was shorter in the feedback group (median 3.9 m; IQR: 3.3-4.9) as compared to the control group (median 5.9 m; IQR: 5.0-8.1), p<0.05. Self-efficacy improved in both groups. Eleven students participated in the focus interviews. Participants in the control group expressed that they had fun, whereas participants in the feedback group were more concentrated on the task and also more anxious. Both groups had high ambitions to succeed and also expressed the importance of getting feedback. The authenticity of the training scenario was important for the learning process. CONCLUSIONS: This study highlights the importance of individualized feedback during simulated laparoscopy training. The next step is to further optimize feedback and to transfer standardized and individualized feedback from the simulated setting to the operating room.


Asunto(s)
Actitud , Retroalimentación , Laparoscopía/educación , Entrenamiento Simulado , Estudiantes de Medicina/psicología , Adulto , Femenino , Humanos , Masculino , Adulto Joven
8.
BMC Med Educ ; 14: 221, 2014 Oct 18.
Artículo en Inglés | MEDLINE | ID: mdl-25326794

RESUMEN

BACKGROUND: High-fidelity patient simulators in team training are becoming popular, though research showing benefits of the training process compared to low-fidelity models is rare. We explored in situ training for paediatric teams in an emergency department using a low-fidelity model (plastic doll) and a high-fidelity paediatric simulator, keeping other contextual factors constant. The goal was to study differences in trainees' and trainers' performance along with their individual experiences, during in situ training, using either a low-fidelity model or a high-fidelity paediatric simulator. METHODS: During a two-year period, teams involved in paediatric emergency care were trained in groups of five to nine. Each team performed one video-recorded paediatric emergency scenario. A case control study was undertaken in which 34 teams used either a low-fidelity model (n = 17) or a high-fidelity paediatric simulator (n = 17). The teams' clinical performances during the scenarios were measured as the time elapsed to prescribe as well as deliver oxygen. The trainers were monitored regarding frequency of their interventions. We also registered trainees' and trainers' mental strain and flow experience. RESULTS: Of 225 trainees' occasions during 34 sessions, 34 trainer questionnaires, 163 trainee questionnaires, and 28 videos, could be analyzed. Time to deliver oxygen was significantly longer (p = 0.014) when a high-fidelity simulator was used. The trainees' mental strain and flow did not differ between the two types of training. The frequency of trainers interventions was lower (p < 0.001) when trainees used a high-fidelity simulator; trainers' perceived mental strain was lower (<0.001) and their flow experience higher (p = 0.004) when using high-fidelity simulator. CONCLUSIONS: Levels of equipment fidelity affect measurable performance variables in simulation-based team training, but trainee s' individual experiences are similar. We also note a reduction in the frequency of trainers' interventions in the scenarios as well as their mental strain, when trainees used a high-fidelity simulator.


Asunto(s)
Simulación por Computador , Servicio de Urgencia en Hospital , Maniquíes , Grupo de Atención al Paciente , Pediatría/educación , Interfaz Usuario-Computador , Asma/terapia , Actitud del Personal de Salud , Estudios de Casos y Controles , Niño , Preescolar , Curriculum , Diseño de Equipo , Retroalimentación , Humanos , Lactante , Terapia por Inhalación de Oxígeno , Insuficiencia Respiratoria/terapia , Choque Séptico/terapia , Programas Informáticos , Estrés Psicológico/complicaciones , Estrés Psicológico/psicología , Flujo de Trabajo
9.
Stud Health Technol Inform ; 196: 83-5, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24732485

RESUMEN

Situation awareness (SA) is a critical non-technical skill which affects outcome during emergency medical endeavors. Using a modified self-report instrument a significant increase of SA was found during multiplayer virtual world CPR team training among 12 medical students. Further a correlation between SA and attention was noted. Being a vital factor during the process of video-game play, we argue that this skill is suitably practiced using this training method.


Asunto(s)
Concienciación , Reanimación Cardiopulmonar/educación , Simulación por Computador , Interfaz Usuario-Computador , Educación Médica , Femenino , Humanos , Masculino , Paro Cardíaco Extrahospitalario/terapia
10.
Inform Health Soc Care ; 39(1): 33-46, 2014 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-24106880

RESUMEN

In this pilot study, a new method for visualization through imaging and simulation (VIS-Ed) for teaching diagnosis and treatment of cervical spine trauma was formatively evaluated. The aims were to examine if medical students' self-efficacy would change by training using VIS-Ed, and if so these changes were related to how they evaluated the session, and the user interface (UI) of this program. Using a one-group, pre-post course test design 43 Swedish medical students (4th year, 17 males, 26 females) practiced in groups of three participants. Overall the practice and the UI were considered as positive experiences. They judged VIS-Ed as a good interactive scenario-based educational tool. All students' self-efficacy increased significantly by training (p < 0.001). Spearman's rank correlation tests revealed that increased self-efficacy was only associated with: how the session was compared to as expected (p < 0.007). Students' self-efficacy increased significantly by training, but replication studies should determine if this training effect is gender-related.


Asunto(s)
Educación Médica/métodos , Traumatismos Vertebrales/diagnóstico , Traumatismos Vertebrales/terapia , Estudiantes de Medicina/psicología , Interfaz Usuario-Computador , Adulto , Actitud del Personal de Salud , Competencia Clínica , Femenino , Humanos , Masculino , Proyectos Piloto , Aprendizaje Basado en Problemas , Autoeficacia , Suecia
11.
Simul Healthc ; 8(6): 382-7, 2013 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-24096919

RESUMEN

INTRODUCTION: A simulator for virtual radiographic examinations was developed. In the virtual environment, the user can perform and analyze radiographic examinations of patient models without the use of ionizing radiation. We investigated if this simulation technique could improve education of radiology technology students. We compared student performance in the assessment of radiographic image quality after training with a conventional manikin or with the virtual radiography simulator. METHODS: A randomized controlled experimental study involving 31 first-year radiology technology students was performed. It was organized in 4 phases as follows: (I) randomization to control or experimental group based on the results of an anatomy examination; (II) proficiency testing before training; (III) intervention (control group, exposure and analysis of radiographic images of the cervical spine of a manikin; experimental group, exposure and analysis of the cervical spine images in the virtual radiography simulator); and (IV) proficiency testing after training. RESULTS: The experimental group showed significantly higher scores after training compared with those before training (P < 0.01). A linear mixed-effect analysis revealed a significant difference between the control and experimental groups regarding proficiency change (P = 0.01). CONCLUSIONS: Virtual radiographic simulation is an effective tool for learning image quality assessment. Simulation can therefore be a valuable adjunct to traditional educational methods and reduce exposure to x-rays and tutoring time.


Asunto(s)
Competencia Clínica/normas , Educación de Pregrado en Medicina/métodos , Interpretación de Imagen Radiográfica Asistida por Computador/métodos , Tecnología Radiológica/educación , Simulación por Computador , Evaluación Educacional , Humanos , Maniquíes , Interpretación de Imagen Radiográfica Asistida por Computador/normas , Suecia
12.
Scand J Gastroenterol ; 48(11): 1354-8, 2013 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-24041148

RESUMEN

OBJECTIVE: The use of nonanesthetist-administered propofol (NAAP) in GI endoscopy has long been controversial. In the setting of NAAP, acute situations can develop during endoscopy and thus training before starting with NAAPs is considered crucial. The aim was to evaluate a pilot study on crew resource management (CRM)-based training of teams of endoscopists and endoscopy nurses in NAAP in a full-scale hybrid simulation consisting of a full-scale human patient simulator and an endoscopy simulator. Our hypothesis was that the training would increase the self-efficacy of the participants. MATERIAL AND METHODS: Four scenarios were created, each with typical side effects of propofol administration. All scenarios included the need for prompt decision-making and treatment. Colonoscopy, gastroscopy or endoscopic retrograde cholangiopancreatography (ERCP) cases were assigned to the course participants in coherence with their main clinical expertise in order to facilitate situated and contextualized training. Twenty-one participants (ten doctors and eleven nurses) completed a questionnaire on self-efficacy before and after the course. A questionnaire regarding the quality and yield of the course was also completed. RESULTS: For all participants, the self-efficacy score was 26.0 (24.0-28.0; interquartile range) before training and 30.0 (27.0-30.5) after training (p = 0.0003). The ten doctors had a self-efficacy score before training of 26.5 (25.0-29.5) and 30.0 (29.0-33.0) after (p = 0.0078). The eleven nurses scored 24.0 (22.0-26.0) before and 28.0 (27.0-30.0) after training (p = 0.0098). CONCLUSIONS: Systematic target focused scenario-based training with hybrid simulation of NAAP in endoscopy resulted in increased self-efficacy in both nurses and physicians.


Asunto(s)
Anestesiología/educación , Educación en Enfermería , Endoscopía Gastrointestinal/educación , Hipnóticos y Sedantes/administración & dosificación , Aprendizaje Basado en Problemas , Propofol/administración & dosificación , Adulto , Competencia Clínica , Femenino , Humanos , Masculino , Maniquíes , Proyectos Piloto , Autoeficacia
13.
Stud Health Technol Inform ; 184: 96-102, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23400137

RESUMEN

This RCT study aimed to investigate if VIS-Ed (Visualization through Imaging and Simulation - Education) had the potential to improve medical student education and specialist training in clinical diagnosis and treatment of trauma patients. The participants' general opinion was reported as high in both groups (lecture vs. virtual patient (VP)). Face validity of the VIS-Ed for cervical spine trauma was demonstrated and the VP group reported higher stimulation and engagement compared to the lecture group. No significant difference in the knowledge test between both groups could be observed, confirming our null hypothesis that VIS-Ed was on par with a lecture.


Asunto(s)
Ingeniería Biomédica/educación , Vértebras Cervicales/lesiones , Vértebras Cervicales/fisiopatología , Instrucción por Computador/métodos , Modelos Biológicos , Fisiología/educación , Fracturas de la Columna Vertebral/fisiopatología , Fenómenos Biomecánicos , Simulación por Computador , Humanos , Imagenología Tridimensional/métodos , Modelos Anatómicos , Fracturas de la Columna Vertebral/diagnóstico , Interfaz Usuario-Computador
14.
Stud Health Technol Inform ; 184: 189-94, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23400154

RESUMEN

We investigated if engagement modes and perceived self-efficacy differed in surgical novices before and after randomized training in two different video games during five weeks, and a control group with no training. The control group expressed to a higher extent negative engagement modes during training in MIST-VR and GI Mentor II than the experimental groups. No statistically significant differences in self-efficacy were identified between groups. Both engagement modes and self-efficacy showed a positive correlation with previous and present video game experience. It is suggested that videogame training could have a framing effect on surgical simulator performance. EM and SE might be important intermediate variables between the strength of relationship between current videogame experience and simulator performance.


Asunto(s)
Instrucción por Computador/estadística & datos numéricos , Evaluación Educacional/estadística & datos numéricos , Cirugía General/educación , Competencia Profesional/estadística & datos numéricos , Estudiantes de Medicina/estadística & datos numéricos , Interfaz Usuario-Computador , Juegos de Video/estadística & datos numéricos , Adulto , Femenino , Humanos , Masculino , Adulto Joven
15.
BMJ Qual Saf ; 22(6): 485-94, 2013 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-23412932

RESUMEN

BACKGROUND: Teamwork-that is, collaboration and communication-is an important factor for safe healthcare, but professions perceive the quality of teamwork differently. OBJECTIVE: To examine the relationship between simulation-based team training (SBTT) and different professions' self-efficacy, experienced quality of collaboration and communication, perceptions of teamwork and safety, together with staff turnover. METHODS: All staff (n=151; physicians, nurses and nurse assistants) in an intensive care unit (ICU) at a university hospital were systematically trained over 2 years. Data on individual self-efficacy were measured using the self-efficacy questionnaire; the experienced quality of collaboration and communication, teamwork climate, safety climate and perception of working conditions were sampled using the ICU version of the safety attitudes questionnaire (SAQ). Staff turnover and sick leave was measured using the hospital's staff administration system for the intervention ICU and a control ICU in the same hospital. RESULTS: The perception of safety differed between professions before training. Nurses' and physicians' mean self-efficacy scores improved, and nurse assistants' perceived quality of collaboration and communication with physician specialists improved after training. Nurse assistants' perception of the SAQ factors teamwork climate, safety climate and working conditions were more positive after the project as well as nurses' perception of safety climate. The number of nurses quitting their job and nurse assistants' time on sick leave was reduced in comparison to the control ICU during the study period. LIMITATIONS: Results for SAQ factors must be interpreted with caution given that Cronbach's α and inter-correlations for the SAQ factors showed lower values than benchmarking data. CONCLUSIONS: All team members benefited from the SBTT in an authentic composed team, but this was expressed differently for the respective professions.


Asunto(s)
Personal de Salud/psicología , Unidades de Cuidados Intensivos , Grupo de Atención al Paciente , Simulación de Paciente , Administración de la Seguridad , Personal de Salud/educación , Personal de Salud/estadística & datos numéricos , Humanos , Cultura Organizacional , Administración de la Seguridad/organización & administración , Encuestas y Cuestionarios , Suecia , Análisis de Sistemas , Recursos Humanos
16.
BMJ Qual Saf ; 22(6): 459-67, 2013 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-23293119

RESUMEN

BACKGROUND: A growing body of evidence shows that team training can develop essential team skills and contribute to better patient outcomes. Current simulation-based team training (SBTT) programmes most often include targets and feedback focused on the whole team and/or leader, ignoring the follower as a unique entity. By considering followers' individual experiences, and tailoring behavioural targets for training and feedback, SBTT could be improved. Our aim was to explore the individual experiences and behaviours of leaders and followers during the early phase of SBTT, and we hypothesised that leaders and followers would show different responses. METHODS: Medical students (n=54) participated in half-day SBTT including three video-recorded scenarios. Self-efficacy was assessed pretraining and post-training. For each scenario (n=36), the individual teamwork behaviours, concentration, mental strain and the team's clinical performance were recorded. Data were analysed using a mixed model allowing for participants to be their own control in their roles as leader or follower. RESULTS: Self-efficacy improved. In the role of leader, participants communicated to a greater extent and experienced higher mental strain and concentration than they did in the role of follower. DISCUSSION: The increased self-efficacy enables a positive learning outcome after only three scenarios. Individual experiences and behaviours differed between the role of leader and that of follower. By shedding further light on leaders' and followers' individual experiences and behaviours, targets for training and feedback could be specified in order to improve SBTT.


Asunto(s)
Educación Médica Continua/métodos , Liderazgo , Grupo de Atención al Paciente , Simulación de Paciente , Preceptoría , Adulto , Anestesia/normas , Cuidados Críticos/normas , Curriculum , Medicina de Emergencia/normas , Femenino , Florida , Hospitales Universitarios , Humanos , Masculino , Maniquíes , Persona de Mediana Edad , Investigación Cualitativa , Estudiantes de Medicina/psicología , Estudiantes de Medicina/estadística & datos numéricos , Suecia , Traumatología/normas
17.
Scand J Urol ; 47(1): 38-42, 2013 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-23323791

RESUMEN

OBJECTIVE: The objective of this study was to examine the correlation between endourological simulator performance and demonstrated theoretical knowledge in the basic surgical sciences. MATERIAL AND METHODS: In total, 158 fourth year medical students participated in the study, 83 females and 75 males, all surgical novices. All students performed the flexible endoscopic task Hall of Fame in the urological simulator URO Mentor™. Later during the same semester all students took the final theoretical examination in surgery. RESULTS: In female medical students a significant correlation was found between surgical simulator performance and the examination results (r = -0.22, p = 0.04). There was no statistically significant correlation when looking at the total study population (r = -0.04, p = 0.58) or when looking at male medical students (r = 0.01, p = 0.9). CONCLUSION: Female medical students completing an endourological simulator task more efficiently passed the theoretical examination in the basic surgical sciences with significantly higher scores than females with low efficiency in the urological simulator. There are likely to be several explanations for this correlation, such as motivation and a lower amount of current video gaming experience.


Asunto(s)
Competencia Clínica/normas , Simulación por Computador/normas , Educación de Pregrado en Medicina/normas , Evaluación Educacional/métodos , Endoscopía/métodos , Procedimientos Quirúrgicos Urológicos/métodos , Adulto , Evaluación Educacional/normas , Femenino , Humanos , Masculino , Motivación , Valor Predictivo de las Pruebas , Factores Sexuales , Factores de Tiempo , Juegos de Video
18.
J Med Internet Res ; 15(1): e9, 2013 Jan 14.
Artículo en Inglés | MEDLINE | ID: mdl-23318253

RESUMEN

BACKGROUND: Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education, especially in schools. Massively multiplayer virtual worlds (MMVW) offer platforms for serious games that are promising learning methods that take advantage of the computer capabilities of today's youth (ie, the digital native generation). OBJECTIVE: Our main aim was to assess the feasibility of cardiopulmonary resuscitation training in high school students by using avatars in MMVM. We also analyzed experiences, self-efficacy, and concentration in response to training. METHODS: In this prospective international collaborative study, an e-learning method was used with high school students in Sweden and the United States. A software game platform was modified for use as a serious game to train in emergency medical situations. Using MMVW technology, participants in teams of 3 were engaged in virtual-world scenarios to learn how to treat victims suffering cardiac arrest. Short debriefings were carried out after each scenario. A total of 36 high school students (Sweden, n=12; United States, n=24) participated. Their self-efficacy and concentration (task motivation) were assessed. An exit questionnaire was used to solicit experiences and attitudes toward this type of training. Among the Swedish students, a follow-up was carried out after 6 months. Depending on the distributions, t tests or Mann-Whitney tests were used. Correlation between variables was assessed by using Spearman rank correlation. Regression analyses were used for time-dependent variables. RESULTS: The participants enjoyed the training and reported a self-perceived benefit as a consequence of training. The mean rating for self-efficacy increased from 5.8/7 (SD 0.72) to 6.5/7 (SD 0.57, P<.001). In the Swedish follow-up, it subsequently increased from 5.7/7 (SD 0.56) to 6.3/7 (SD 0.38, P=.006). In the Swedish group, the mean concentration value increased from 52.4/100 (SD 9.8) to 62.7/100 (SD 8.9, P=.05); in the US group, the concentration value increased from 70.8/100 (SD 7.9) to 82.5/100 (SD 4.7, P<.001). We found a significant positive correlation (P<.001) between self-efficacy and concentration scores. Overall, the participants were moderately or highly immersed and the software was easy to use. CONCLUSIONS: By using online MMVWs, team training in CPR is feasible and reliable for this international group of high school students (Sweden and United States). A high level of appreciation was reported among these adolescents and their self-efficacy increased significantly. The described training is a novel and interesting way to learn CPR teamwork, and in the future could be combined with psychomotor skills training.


Asunto(s)
Reanimación Cardiopulmonar/educación , Internet , Telemedicina/métodos , Interfaz Usuario-Computador , Adolescente , Curriculum , Estudios de Factibilidad , Femenino , Educación en Salud/métodos , Conocimientos, Actitudes y Práctica en Salud , Paro Cardíaco/terapia , Humanos , Aprendizaje , Masculino , Estudios Prospectivos , Instituciones Académicas , Programas Informáticos , Estudiantes , Encuestas y Cuestionarios , Suecia , Estados Unidos
19.
Acta Obstet Gynecol Scand ; 92(10): 1194-201, 2013 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-24461067

RESUMEN

OBJECTIVE: To investigate how simulator training and non-technical factors affect laparoscopic performance among residents in obstetrics and gynecology. DESIGN: In this prospective study, trainees were randomized into three groups. The first group was allocated to proficiency-based training in the LapSimGyn(®) virtual reality simulator. The second group received additional structured mentorship during subsequent laparoscopies. The third group served as control group. At baseline an operation was performed and visuospatial ability, flow and self-efficacy were assessed. All groups subsequently performed three tubal occlusions. Self-efficacy and flow were assessed before and/or after each operation. SETTING: Simulator training was conducted at the Center for Advanced Medical Simulation and Training, Karolinska University Hospital. Sterilizations were performed at each trainee's home clinic. POPULATION: Twenty-eight trainees/residents from 21 hospitals in Sweden were included. METHODS/MAIN OUTCOME MEASURES: Visuospatial ability was tested by the Mental Rotation Test-A. Flow and self-efficacy were assessed by validated scales and questionnaires. Laparoscopic performance was measured as the duration of surgery. Visuospatial ability, self-efficacy and flow were correlated to the laparoscopic performance using Spearman's correlations. Differences between groups were analyzed by the Mann-Whitney U-test. RESULTS: No differences across groups were detected at baseline. Self-efficacy scores before and flow scores after the third operation were significantly higher in the trained groups. Duration of surgery was significantly shorter in the trained groups. Flow and self-efficacy correlate positively with laparoscopic performance. CONCLUSIONS: Simulator training and non-technical factors appear to improve the laparoscopic performance among trainees/residents in obstetrics and gynecology.


Asunto(s)
Competencia Clínica , Simulación por Computador , Ginecología/educación , Laparoscopía/educación , Obstetricia/educación , Interfaz Usuario-Computador , Adulto , Femenino , Humanos , Masculino , Mentores , Persona de Mediana Edad , Tempo Operativo , Estudios Prospectivos , Desempeño Psicomotor , Autoeficacia , Suecia
20.
Scand J Trauma Resusc Emerg Med ; 20: 79, 2012 Dec 06.
Artículo en Inglés | MEDLINE | ID: mdl-23217084

RESUMEN

BACKGROUND: Multiplayer virtual world (MVW) technology creates opportunities to practice medical procedures and team interactions using serious game software. This study aims to explore medical students' retention of knowledge and skills as well as their proficiency gain after pre-training using a MVW with avatars for cardio-pulmonary resuscitation (CPR) team training. METHODS: Three groups of pre-clinical medical students, n = 30, were assessed and further trained using a high fidelity full-scale medical simulator: Two groups were pre-trained 6 and 18 months before assessment. A reference control group consisting of matched peers had no MVW pre-training. The groups consisted of 8, 12 and 10 subjects, respectively. The session started and ended with assessment scenarios, with 3 training scenarios in between. All scenarios were video-recorded for analysis of CPR performance. RESULTS: The 6 months group displayed greater CPR-related knowledge than the control group, 93 (±11)% compared to 65 (±28)% (p < 0.05), the 18 months group scored in between (73 (±23)%).At start the pre-trained groups adhered better to guidelines than the control group; mean violations 0.2 (±0.5), 1.5 (±1.0) and 4.5 (±1.0) for the 6 months, 18 months and control group respectively. Likewise, in the 6 months group no chest compression cycles were delivered at incorrect frequencies whereas 54 (±44)% in the control group (p < 0.05) and 44 (±49)% in 18 months group where incorrectly paced; differences that disappeared during training. CONCLUSIONS: This study supports the beneficial effects of MVW-CPR team training with avatars as a method for pre-training, or repetitive training, on CPR-skills among medical students.


Asunto(s)
Reanimación Cardiopulmonar , Competencia Clínica , Aprendizaje , Retención en Psicología , Programas Informáticos , Enseñanza/métodos , Adulto , Educación de Pregrado en Medicina , Femenino , Humanos , Masculino , Simulación de Paciente , Desempeño Psicomotor , Estudiantes de Medicina , Interfaz Usuario-Computador , Adulto Joven
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