Literature DB >> 23400154

Surgical novices randomized to train in two video games become more motivated during training in MIST-VR and GI Mentor II than students with no video game training.

Leif Hedman1, Marcus Schlickum, Li Felländer-Tsai.   

Abstract

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.

Mesh:

Year:  2013        PMID: 23400154

Source DB:  PubMed          Journal:  Stud Health Technol Inform        ISSN: 0926-9630


  7 in total

1.  A workshop on smoking cessation for pharmacy students.

Authors:  Maya Saba; Renee Bittoun; Bandana Saini
Journal:  Am J Pharm Educ       Date:  2013-11-12       Impact factor: 2.047

Review 2.  Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review.

Authors:  Lorainne Tudor Car; Bhone Myint Kyaw; Andrew Teo; Tatiana Erlikh Fox; Sunitha Vimalesvaran; Christian Apfelbacher; Sandra Kemp; Niels Chavannes
Journal:  JMIR Serious Games       Date:  2022-04-13       Impact factor: 3.364

3.  Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology.

Authors:  Crislaine Pires Padilha Paim; Silvia Goldmeier
Journal:  JMIR Serious Games       Date:  2017-01-10       Impact factor: 4.143

4.  Serious Gaming and Gamification Education in Health Professions: Systematic Review.

Authors:  Sarah Victoria Gentry; Andrea Gauthier; Beatrice L'Estrade Ehrstrom; David Wortley; Anneliese Lilienthal; Lorainne Tudor Car; Shoko Dauwels-Okutsu; Charoula K Nikolaou; Nabil Zary; James Campbell; Josip Car
Journal:  J Med Internet Res       Date:  2019-03-28       Impact factor: 5.428

5.  A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content.

Authors:  Anna Janssen; Tim Shaw; Peter Goodyear; B Price Kerfoot; Deborah Bryce
Journal:  BMC Med Educ       Date:  2015-10-12       Impact factor: 2.463

6.  Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

Authors:  Anna Janssen; Tim Shaw; Peter Goodyear
Journal:  JMIR Res Protoc       Date:  2015-09-28

7.  Use of a Low-Cost Portable 3D Virtual Reality Gesture-Mediated Simulator for Training and Learning Basic Psychomotor Skills in Minimally Invasive Surgery: Development and Content Validity Study.

Authors:  Fernando Alvarez-Lopez; Marcelo Fabián Maina; Francesc Saigí-Rubió
Journal:  J Med Internet Res       Date:  2020-07-14       Impact factor: 5.428

  7 in total

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