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Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study
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 M...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2012
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3546885/ https://www.ncbi.nlm.nih.gov/pubmed/23217084 http://dx.doi.org/10.1186/1757-7241-20-79 |
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author | Creutzfeldt, Johan Hedman, Leif Felländer-Tsai, Li |
author_facet | Creutzfeldt, Johan Hedman, Leif Felländer-Tsai, Li |
author_sort | Creutzfeldt, Johan |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-3546885 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2012 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-35468852013-01-17 Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study Creutzfeldt, Johan Hedman, Leif Felländer-Tsai, Li Scand J Trauma Resusc Emerg Med Original Research 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. BioMed Central 2012-12-06 /pmc/articles/PMC3546885/ /pubmed/23217084 http://dx.doi.org/10.1186/1757-7241-20-79 Text en Copyright ©2012 Creutzfeldt et al.; licensee BioMed Central Ltd. http://creativecommons.org/licenses/by/2.0 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Original Research Creutzfeldt, Johan Hedman, Leif Felländer-Tsai, Li Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title | Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_full | Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_fullStr | Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_full_unstemmed | Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_short | Effects of pre-training using serious game technology on CPR performance – an exploratory quasi-experimental transfer study |
title_sort | effects of pre-training using serious game technology on cpr performance – an exploratory quasi-experimental transfer study |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3546885/ https://www.ncbi.nlm.nih.gov/pubmed/23217084 http://dx.doi.org/10.1186/1757-7241-20-79 |
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