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Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study

BACKGROUND: The aim of this study was to assess the transferability of surgical skills for the laparoscopic hernia module between the serious game Touch Surgery™ (TS) and the virtual reality (VR) trainer Lap Mentor™. Furthermore, this study aimed to collect validity evidence and to discuss “sources...

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Autores principales: Lang, Franziska, Willuth, E., Haney, C. M., Felinska, E. A., Wennberg, E., Kowalewski, K. F., Schmidt, M. W., Wagner, M., Müller-Stich, B. P., Nickel, F.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10017619/
https://www.ncbi.nlm.nih.gov/pubmed/36289083
http://dx.doi.org/10.1007/s00464-022-09733-6
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author Lang, Franziska
Willuth, E.
Haney, C. M.
Felinska, E. A.
Wennberg, E.
Kowalewski, K. F.
Schmidt, M. W.
Wagner, M.
Müller-Stich, B. P.
Nickel, F.
author_facet Lang, Franziska
Willuth, E.
Haney, C. M.
Felinska, E. A.
Wennberg, E.
Kowalewski, K. F.
Schmidt, M. W.
Wagner, M.
Müller-Stich, B. P.
Nickel, F.
author_sort Lang, Franziska
collection PubMed
description BACKGROUND: The aim of this study was to assess the transferability of surgical skills for the laparoscopic hernia module between the serious game Touch Surgery™ (TS) and the virtual reality (VR) trainer Lap Mentor™. Furthermore, this study aimed to collect validity evidence and to discuss “sources of validity evidence” for the findings using the laparoscopic inguinal hernia module on TS. METHODS: In a randomized crossover study, medical students (n = 40) in their clinical years performed laparoscopic inguinal hernia modules on TS and the VR trainer. TS group started with “Laparoscopic Inguinal Hernia Module” on TS (phase 1: Preparation, phase 2: Port Placement and Hernia Repair), performed the module first in training, then in test mode until proficiency was reached. VR group started with “Inguinal Hernia Module” on the VR trainer (task 1: Anatomy Identification, task 2: Incision and Dissection) and also performed the module until proficiency. Once proficiency reached in the first modality, the groups performed the other training modality until reaching proficiency. Primary endpoint was the number of attempts needed to achieve proficiency for each group for each task/phase. RESULTS: Students starting with TS needed significantly less attempts to reach proficiency for task 1 on the VR trainer than students who started with the VR trainer (TS = 2.7 ± 0.6 vs. VR = 3.2 ± 0.7; p = 0.028). No significant differences for task 2 were observed between groups (TS = 2.3 ± 1.1 vs. VR = 2.1 ± 0.8; p = 0.524). For both phases on TS, no significant skill transfer from the VR trainer to TS was observed. Aspects of validity evidence for the module on TS were collected. CONCLUSION: The results show that TS brought additional benefit to improve performances on the VR trainer for task 1 but not for task 2. Skill transfer from the VR trainer to TS could not be shown. VR and TS should thus be used in combination with TS first in multimodal training to ensure optimal training conditions.
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spelling pubmed-100176192023-03-17 Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study Lang, Franziska Willuth, E. Haney, C. M. Felinska, E. A. Wennberg, E. Kowalewski, K. F. Schmidt, M. W. Wagner, M. Müller-Stich, B. P. Nickel, F. Surg Endosc Original Article BACKGROUND: The aim of this study was to assess the transferability of surgical skills for the laparoscopic hernia module between the serious game Touch Surgery™ (TS) and the virtual reality (VR) trainer Lap Mentor™. Furthermore, this study aimed to collect validity evidence and to discuss “sources of validity evidence” for the findings using the laparoscopic inguinal hernia module on TS. METHODS: In a randomized crossover study, medical students (n = 40) in their clinical years performed laparoscopic inguinal hernia modules on TS and the VR trainer. TS group started with “Laparoscopic Inguinal Hernia Module” on TS (phase 1: Preparation, phase 2: Port Placement and Hernia Repair), performed the module first in training, then in test mode until proficiency was reached. VR group started with “Inguinal Hernia Module” on the VR trainer (task 1: Anatomy Identification, task 2: Incision and Dissection) and also performed the module until proficiency. Once proficiency reached in the first modality, the groups performed the other training modality until reaching proficiency. Primary endpoint was the number of attempts needed to achieve proficiency for each group for each task/phase. RESULTS: Students starting with TS needed significantly less attempts to reach proficiency for task 1 on the VR trainer than students who started with the VR trainer (TS = 2.7 ± 0.6 vs. VR = 3.2 ± 0.7; p = 0.028). No significant differences for task 2 were observed between groups (TS = 2.3 ± 1.1 vs. VR = 2.1 ± 0.8; p = 0.524). For both phases on TS, no significant skill transfer from the VR trainer to TS was observed. Aspects of validity evidence for the module on TS were collected. CONCLUSION: The results show that TS brought additional benefit to improve performances on the VR trainer for task 1 but not for task 2. Skill transfer from the VR trainer to TS could not be shown. VR and TS should thus be used in combination with TS first in multimodal training to ensure optimal training conditions. Springer US 2022-10-26 2023 /pmc/articles/PMC10017619/ /pubmed/36289083 http://dx.doi.org/10.1007/s00464-022-09733-6 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Original Article
Lang, Franziska
Willuth, E.
Haney, C. M.
Felinska, E. A.
Wennberg, E.
Kowalewski, K. F.
Schmidt, M. W.
Wagner, M.
Müller-Stich, B. P.
Nickel, F.
Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
title Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
title_full Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
title_fullStr Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
title_full_unstemmed Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
title_short Serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
title_sort serious gaming and virtual reality in the multimodal training of laparoscopic inguinal hernia repair: a randomized crossover study
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10017619/
https://www.ncbi.nlm.nih.gov/pubmed/36289083
http://dx.doi.org/10.1007/s00464-022-09733-6
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