| Literature DB >> 31920503 |
Emin Aksoy1,2, Kurtulus Izzetoglu3, Engin Baysoy1, Atahan Agrali1, Dilek Kitapcioglu2, Banu Onaral3.
Abstract
The use of serious game tools in training of medical professions is steadily growing. However, there is a lack of reliable performance assessment methods to evaluate learner's outcome. The aim of this study is to determine whether functional near infrared spectroscopy (fNIRS) can be used as an additional tool for assessing the learning outcome of virtual reality (VR) based learning modules. The hypothesis is that together with an improvement in learning outcome there would be a decrease in the participants' cerebral oxygenation levels measured from the prefrontal cortex (PFC) region and an increase of participants' serious gaming results. To test this hypothesis, the subjects were recruited and divided into four groups with different combinations of prior virtual reality experience and prior Basic Life Support (BLS) knowledge levels. A VR based serious gaming module for teaching BLS and 16-Channel fNIRS system were used to collect data from the participants. Results of the participants' scores acquired from the serious gaming module were compared with fNIRS measures on the initial and final training sessions. Kruskal Wallis test was run to determine any significant statistical difference between the groups and Mann-Whitney U test was utilized to obtain pairwise comparisons. BLS training scores of the participants acquired from VR based serious game's the learning management system and fNIRS measurements revealed decrease in use of resources from the PFC, but increase in behavioral performance. Importantly, brain-based measures can provide an additional quantitative metric for trainee's expertise development and can assist the medical simulation instructors.Entities:
Keywords: basic life support; functional near infrared spectroscopy; medical simulator; medical training; virtual reality
Year: 2019 PMID: 31920503 PMCID: PMC6920174 DOI: 10.3389/fnins.2019.01336
Source DB: PubMed Journal: Front Neurosci ISSN: 1662-453X Impact factor: 4.677
Groups and number of participants.
| Group 1 | − | − | No | 7 | 31.8 |
| Group 2 | + | − | No | 5 | 22.7 |
| Group 3 | + | − | Yes | 5 | 22.7 |
| Group 4 | − | + | Yes | 5 | 22.7 |
| Total | 22 | 100.0 |
Scoring criteria of the VR based serious game.
| Checking consciousness | 10 |
| Head tilting | 10 |
| Checking breathing | 10 |
| Telling someone to call 911 | 10 |
| Sending someone to fetch an AED (Automated External Defibrillator) | 10 |
| Controlling carotid pulse | 10 |
| Effective chest compression | 10 |
| Opening AED Device | 10 |
| Placement of AED pads | 10 |
| Defibrillation with AED | 10 |
| Total | 100 |
Basic life support algorithm based on ERC 2015 criteria.
| Ensure that the scene is safe |
| Check responsiveness by shaking gently and shouting loudly |
| Open the airway using the head tilt and chin lift technique |
| Telling someone to call 911 |
| Sending someone to fetch an AED |
| Starting and continuing high-quality CPR in 30 compressions and 2 ventilations sequence |
| Attaching the AED pads when it arrives |
| Following the instructions are given by the AED |
| Delivering shock when advised by the AED |
| Continue with CPR for another 2 min or until the patient starts breathing |
FIGURE 1Experimental protocol work flow (∗ indicates starting point for people who had prior VR experience).
FIGURE 2(a) fNIR sensor incorporates four light emitting diodes (LED) used as light sources, 10 light detectors. (b) Specific locations of entire 16 optode (channel) measurements over sensor pad. (c) Registration of 16 channels through PFC of brain surface (Ayaz et al., 2012).
FIGURE 3A subject wearing fNIRS pad and HMD.
FIGURE 4Serious gaming scores (column 1) of the subjects acquired from the learning management system of the game module on the first and seventh day and mean oxy values (column 2) from four groups on the first and seventh day of the study (∗ indicates statistical significant values) (Supplementary Table S1).
Basic life support scores of four groups.
| Day 1 Mean BLS Score | 57.00 | 57.54 | 92.33 | 86.00 |
| Day 7 Mean BLS Score | 98.43 | 96.33 | 95.60 | 96.90 |
| Improvements (%) | + %72.68 | + %67.42 | + %3.54 | + %12.67 |
Statistical analysis of fNIRS data and serious gaming scores (100/100) by using Kruskal Wallis test.
| fNIRS OXY Level Day 1 | 0.67 ± 1.18 | 0.82 ± 1.38 | 0.41 ± 1.09 | 0.55 ± 1.1 | 0.898 |
| fNIRS OXY Level Day 7 | 0.37 ± 0.81 | 0.25 ± 0.38 | 0.47 ± 0.86 | 0.13 ± 0.49 | 0.879 |
| Serious Game Day 1 Score | 57 ± 21.7 | 54.2 ± 26.3 | 92.9 ± 7.3 | 85.9 ± 10.5 | <0.001 |
| Serious Game Day 7 Score | 98.3 ± 2.9 | 96.4 ± 2.9 | 96.2 ± 47 | 96.9 ± 3.4 | 0.176 |
Post hoc test results between pairwise comparisons of scores on day 1 by using Mann–Whitney U test (Supplementary Table S2).
| Pairwise comparison of performance scores ( | 0.835 | <0.001 | <0.001 | <0.001 | <0.001 | 0.037 |