Literature DB >> 27572069

A serious game skills competition increases voluntary usage and proficiency of a virtual reality laparoscopic simulator during first-year surgical residents' simulation curriculum.

Mostafa El-Beheiry1, Greig McCreery2, Christopher M Schlachta2.   

Abstract

BACKGROUND: The objective of this study was to assess the effect of a serious game skills competition on voluntary usage of a laparoscopic simulator among first-year surgical residents' standard simulation curriculum.
METHODS: With research ethics board approval, informed consent was obtained from first-year surgical residents enrolled in an introductory surgical simulation curriculum. The class of 2013 served as a control cohort following the standard curriculum which mandates completion of six laparoscopic simulator skill tasks. For the 2014 competition cohort, the only change introduced was the biweekly and monthly posting of a leader board of the top three and ten fastest peg transfer times. Entry surveys were administered assessing attitudes towards simulation-based training and competition. Cohorts were observed for 5 months.
RESULTS: There were 24 and 25 residents in the control and competition cohorts, respectively. The competition cohort overwhelmingly (76 %) stated that they were not motivated to deliberate practice by competition. Median total simulator usage time was 132 min (IQR = 214) in the competition cohort compared to 89 (IQR = 170) in the control cohort. The competition cohort completed their course requirements significantly earlier than the control cohort (χ 2 = 6.5, p = 0.01). There was a significantly greater proportion of residents continuing to use the simulator voluntarily after completing their course requirements in the competition cohort (44 vs. 4 %; p = 0.002). Residents in the competition cohort were significantly faster at peg transfer (194 ± 66 vs. 233 ± 53 s, 95 % CI of difference = 4-74 s; p = 0.03) and significantly decreased their completion time by 33 ± 54 s (95 % CI 10-56 s; paired t test, p = 0.007).
CONCLUSIONS: A simple serious games skills competition increased voluntary usage and performance on a laparoscopic simulator, despite a majority of participants reporting they were not motivated by competition. Future directions should endeavour to examine other serious gaming modalities to further engage trainees in simulated skills development.

Entities:  

Keywords:  Competition; Laparoscopic simulation training; Serious games; Surgical education

Mesh:

Year:  2016        PMID: 27572069     DOI: 10.1007/s00464-016-5152-y

Source DB:  PubMed          Journal:  Surg Endosc        ISSN: 0930-2794            Impact factor:   4.584


  32 in total

1.  Virtual reality training improves operating room performance: results of a randomized, double-blinded study.

Authors:  Neal E Seymour; Anthony G Gallagher; Sanziana A Roman; Michael K O'Brien; Vipin K Bansal; Dana K Andersen; Richard M Satava
Journal:  Ann Surg       Date:  2002-10       Impact factor: 12.969

2.  Integrating simulation into a surgical residency program: is voluntary participation effective?

Authors:  L Chang; J Petros; D T Hess; C Rotondi; T J Babineau
Journal:  Surg Endosc       Date:  2006-12-16       Impact factor: 4.584

3.  Proficiency-based virtual reality training significantly reduces the error rate for residents during their first 10 laparoscopic cholecystectomies.

Authors:  Gunnar Ahlberg; Lars Enochsson; Anthony G Gallagher; Leif Hedman; Christian Hogman; David A McClusky; Stig Ramel; C Daniel Smith; Dag Arvidsson
Journal:  Am J Surg       Date:  2007-06       Impact factor: 2.565

4.  Simulation in Pediatric Emergency Medicine Fellowships.

Authors:  Cara B Doughty; David O Kessler; Noel S Zuckerbraun; Kimberly P Stone; Jennifer R Reid; Christopher S Kennedy; Michele M Nypaver; Marc A Auerbach
Journal:  Pediatrics       Date:  2015-06-08       Impact factor: 7.124

Review 5.  Effects of Postgraduate Medical Education "Boot Camps" on Clinical Skills, Knowledge, and Confidence: A Meta-Analysis.

Authors:  Christopher Blackmore; Janice Austin; Steven R Lopushinsky; Tyrone Donnon
Journal:  J Grad Med Educ       Date:  2014-12

6.  Z-DOC: a serious game for Z-plasty procedure training.

Authors:  Robert Shewaga; Aaron Knox; Gary Ng; Bill Kapralos; Adam Dubrowski
Journal:  Stud Health Technol Inform       Date:  2013

7.  The impact of video games on training surgeons in the 21st century.

Authors:  James C Rosser; Paul J Lynch; Laurie Cuddihy; Douglas A Gentile; Jonathan Klonsky; Ronald Merrell
Journal:  Arch Surg       Date:  2007-02

8.  Randomized clinical trial of virtual reality simulation for laparoscopic skills training.

Authors:  T P Grantcharov; V B Kristiansen; J Bendix; L Bardram; J Rosenberg; P Funch-Jensen
Journal:  Br J Surg       Date:  2004-02       Impact factor: 6.939

9.  Virtual reality training for endoscopic surgery: voluntary or obligatory?

Authors:  K W van Dongen; W A van der Wal; I H M Borel Rinkes; M P Schijven; I A M J Broeders
Journal:  Surg Endosc       Date:  2008-03       Impact factor: 4.584

Review 10.  Virtual reality training for surgical trainees in laparoscopic surgery.

Authors:  Myura Nagendran; Kurinchi Selvan Gurusamy; Rajesh Aggarwal; Marilena Loizidou; Brian R Davidson
Journal:  Cochrane Database Syst Rev       Date:  2013-08-27
View more
  8 in total

1.  Local and national laparoscopic skill competitions: residents' opinions and impact on adoption of simulation-based training.

Authors:  Greig L McCreery; Mostafa El-Beheiry; Christopher M Schlachta
Journal:  Surg Endosc       Date:  2017-04-13       Impact factor: 4.584

2.  Emerging simulation technologies in global craniofacial surgical training.

Authors:  Divya Mehrotra; A F Markus
Journal:  J Oral Biol Craniofac Res       Date:  2021-06-27

Review 3.  Serious games, a game changer in teaching neonatal resuscitation? A review.

Authors:  Simran K Ghoman; Siddhi D Patel; Maria Cutumisu; Patrick von Hauff; Thomas Jeffery; Matthew R G Brown; Georg M Schmölzer
Journal:  Arch Dis Child Fetal Neonatal Ed       Date:  2019-06-29       Impact factor: 5.747

Review 4.  Gamification in otolaryngology: A narrative review.

Authors:  Zack K Westenhaver; Robert E Africa; René E Zimmerer; Brian J McKinnon
Journal:  Laryngoscope Investig Otolaryngol       Date:  2021-11-29

5.  A Behavioral Strategy to Nudge Young Adults to Adopt In-Person Counseling: Gamification.

Authors:  Shengen Piao; Jaewoo Joo
Journal:  Behav Sci (Basel)       Date:  2022-02-07

6.  The Fun Factor: Does Serious Gaming Affect the Volume of Voluntary Laparoscopic Skills Training?

Authors:  Wouter Martijn IJgosse; Harry van Goor; Camiel Rosman; Jan-Maarten Luursema
Journal:  World J Surg       Date:  2020-09-28       Impact factor: 3.352

7.  The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study.

Authors:  Yi-Chun Du; Shih-Chen Fan; Li-Cheng Yang
Journal:  BMC Med Educ       Date:  2020-10-05       Impact factor: 2.463

8.  Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies.

Authors:  Juan J López-Jiménez; José L Fernández-Alemán; José A García-Berná; Laura López González; Ofelia González Sequeros; Joaquín Nicolás Ros; Juan M Carrillo de Gea; Ali Idri; Ambrosio Toval
Journal:  Int J Environ Res Public Health       Date:  2021-12-15       Impact factor: 3.390

  8 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.