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Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial

BACKGROUND: Virtual reality (VR) simulators have become widespread tools for training medical students and residents in medical schools. Students using VR simulators are provided with a 3D human model to observe the details by using multiple senses and they can participate in an environment that is...

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Autores principales: Mok, Tsz-Ngai, Chen, Junyuan, Pan, Jinghua, Ming, Wai-Kit, He, Qiyu, Sin, Tat-Hang, Deng, Jialin, Li, Jieruo, Zha, Zhengang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8314161/
https://www.ncbi.nlm.nih.gov/pubmed/34255649
http://dx.doi.org/10.2196/27544
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author Mok, Tsz-Ngai
Chen, Junyuan
Pan, Jinghua
Ming, Wai-Kit
He, Qiyu
Sin, Tat-Hang
Deng, Jialin
Li, Jieruo
Zha, Zhengang
author_facet Mok, Tsz-Ngai
Chen, Junyuan
Pan, Jinghua
Ming, Wai-Kit
He, Qiyu
Sin, Tat-Hang
Deng, Jialin
Li, Jieruo
Zha, Zhengang
author_sort Mok, Tsz-Ngai
collection PubMed
description BACKGROUND: Virtual reality (VR) simulators have become widespread tools for training medical students and residents in medical schools. Students using VR simulators are provided with a 3D human model to observe the details by using multiple senses and they can participate in an environment that is similar to reality. OBJECTIVE: The aim of this study was to promote a new approach consisting of a shared and independent study platform for medical orthopedic students, to compare traditional tendon repair training with VR simulation of tendon repair, and to evaluate future applications of VR simulation in the academic medical field. METHODS: In this study, 121 participants were randomly allocated to VR or control groups. The participants in the VR group studied the tendon repair technique via the VR simulator, while the control group followed traditional tendon repair teaching methods. The final assessment for the medical students involved performing tendon repair with the “Kessler tendon repair with 2 interrupted tendon repair knots” (KS) method and the “Bunnell tendon repair with figure 8 tendon repair” (BS) method on a synthetic model. The operative performance was evaluated using the global rating scale. RESULTS: Of the 121 participants, 117 participants finished the assessment and 4 participants were lost to follow-up. The overall performance (a total score of 35) of the VR group using the KS method and the BS method was significantly higher (P<.001) than that of the control group. Thus, participants who received VR simulator training had a significantly higher score on the global rating scale than those who received traditional tendon repair training (P<.001). CONCLUSIONS: Our study shows that compared with the traditional tendon repair method, the VR simulator for learning tendon suturing resulted in a significant improvement of the medical students in the time in motion, flow of operation, and knowledge of the procedure. Therefore, VR simulator development in the future would most likely be beneficial for medical education and clinical practice. TRIAL REGISTRATION: Chinese Clinical Trial Registry ChiCTR2100046648; http://www.chictr.org.cn/hvshowproject.aspx?id=90180
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spelling pubmed-83141612021-08-11 Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial Mok, Tsz-Ngai Chen, Junyuan Pan, Jinghua Ming, Wai-Kit He, Qiyu Sin, Tat-Hang Deng, Jialin Li, Jieruo Zha, Zhengang JMIR Serious Games Original Paper BACKGROUND: Virtual reality (VR) simulators have become widespread tools for training medical students and residents in medical schools. Students using VR simulators are provided with a 3D human model to observe the details by using multiple senses and they can participate in an environment that is similar to reality. OBJECTIVE: The aim of this study was to promote a new approach consisting of a shared and independent study platform for medical orthopedic students, to compare traditional tendon repair training with VR simulation of tendon repair, and to evaluate future applications of VR simulation in the academic medical field. METHODS: In this study, 121 participants were randomly allocated to VR or control groups. The participants in the VR group studied the tendon repair technique via the VR simulator, while the control group followed traditional tendon repair teaching methods. The final assessment for the medical students involved performing tendon repair with the “Kessler tendon repair with 2 interrupted tendon repair knots” (KS) method and the “Bunnell tendon repair with figure 8 tendon repair” (BS) method on a synthetic model. The operative performance was evaluated using the global rating scale. RESULTS: Of the 121 participants, 117 participants finished the assessment and 4 participants were lost to follow-up. The overall performance (a total score of 35) of the VR group using the KS method and the BS method was significantly higher (P<.001) than that of the control group. Thus, participants who received VR simulator training had a significantly higher score on the global rating scale than those who received traditional tendon repair training (P<.001). CONCLUSIONS: Our study shows that compared with the traditional tendon repair method, the VR simulator for learning tendon suturing resulted in a significant improvement of the medical students in the time in motion, flow of operation, and knowledge of the procedure. Therefore, VR simulator development in the future would most likely be beneficial for medical education and clinical practice. TRIAL REGISTRATION: Chinese Clinical Trial Registry ChiCTR2100046648; http://www.chictr.org.cn/hvshowproject.aspx?id=90180 JMIR Publications 2021-07-12 /pmc/articles/PMC8314161/ /pubmed/34255649 http://dx.doi.org/10.2196/27544 Text en ©Tsz-Ngai Mok, Junyuan Chen, Jinghua Pan, Wai-Kit Ming, Qiyu He, Tat-Hang Sin, Jialin Deng, Jieruo Li, Zhengang Zha. Originally published in JMIR Serious Games (https://games.jmir.org), 12.07.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Mok, Tsz-Ngai
Chen, Junyuan
Pan, Jinghua
Ming, Wai-Kit
He, Qiyu
Sin, Tat-Hang
Deng, Jialin
Li, Jieruo
Zha, Zhengang
Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial
title Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial
title_full Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial
title_fullStr Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial
title_full_unstemmed Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial
title_short Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial
title_sort use of a virtual reality simulator for tendon repair training: randomized controlled trial
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8314161/
https://www.ncbi.nlm.nih.gov/pubmed/34255649
http://dx.doi.org/10.2196/27544
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