| Literature DB >> 31955547 |
Szu-Hsien Wu1,2, Chia-Chang Huang3,2, Shiau-Shian Huang2,4, Ying-Ying Yang3,2, Chih-Wei Liu2, Boaz Shulruf5, Chen-Huan Chen2,6.
Abstract
PURPOSE: Senior nursing and medical interns' lack of familiarity and confidence with respect to practicing universal precaution for the prevention of occupational needle stick (NSI)/sharp (SI) injuries may harm themselves. Trainees' self-reported NSI/SI rate was known to be especially high during the first two months of internship in Taiwan. This prospective cohort study aimed to know the effect of new developed (virtual reality (VR) game, which uses the Gangne's learning model to improved universal precaution for NSI/SI prevention and decrease the rates of needle stick/sharp injuries in new-coming medical and nursing interns in Taiwan. .Entities:
Keywords: Internship and residency; Needlestick injuries; Taiwan; Universal precautions; Virtual reality
Mesh:
Year: 2020 PMID: 31955547 PMCID: PMC7054630 DOI: 10.3352/jeehp.2020.17.1
Source DB: PubMed Journal: J Educ Eval Health Prof ISSN: 1975-5937
Seven steps of Gagne’s flow that addressing VR game-based training in our study
| Step | Details of each step |
|---|---|
| First step: gain attention of trainees | Demographic data (age, gender, and past experience of deep occupational NSI) are collected. Part I introductory video, which introduce modes and risks of occupational exposure to body fluid and blood born pathogen, knowledge and skills of universal precaution for occupational NSI prevention, is provided for motivating students to learn. |
| Second step: inform trainees of objectives | Part II of introductory video is provided to increase awareness about the various safe or unsafe behaviors for occupational NSI prevention as mentioned in methods. |
| Third step: recall of prior learning | Complete the pre-VR questionnaire to assess familiarity and confidence on occupational NSI prevention. |
| Fourth step: provide learning guidance and feedback | Students wear headset and recognize randomly appear 10 scenarios of safe or unsafe behaviors for occupational NSI prevention. Using the VR handle, students chose safe or unsafe icon for either safe or unsafe behaviors. Both in first and second game (Fig. 2), if the student makes the wrong decision, App system will give comment wrong and provide correct answer. Conversely, the system will comment correct if the student makes correct decision. |
| Fifth step: assess performance | App in VR system subjectively evaluates and feedbacks performance of each student including accuracy rate and time for complete 10 actions in 2 VR game immediately. |
| Sixth step: eliciting performance | Students complete the post-VR questionnaire to assess their familiarity, confidence, and usefulness of the new model than regular model and degree of decrease anxiety. |
| Seven step: enhancing retention | Students get their performance and watch the introductory video again |
VR, virtual reality; NSI, needlestick or sharp injuries.
Fig. 1.(A) The learning framework for new VR game-based training of UP for occupational NSI prevention. (B) Initial login page of the VR system, trainees chose safe or unsafe icon around the randomly appear 10 scenarios for either safe or unsafe behaviors. If the student make the wrong decision, App system will give comment wrong and provide correct answer. Conversely, the system will comment correct if the student makes correct decision. App subjectively evaluates and feedbacks performance of each student including accuracy rate and time need to complete 20 decisions, immediately. VR, virtual reality; UP, universal precaution; NSI, needlestick or sharp injuries.
Questionnaire that incorporated in the VR system and e-mail-based survey (follow-up) for trainees’ self-assessment at different time points
| Questions (Q) | Answers (A) | Pre-VR twice practice | Post-VR twice practice | 2-month follow-up |
|---|---|---|---|---|
| Q1. Do you have the experience of deep occupational NSI during instructor-supervised clinical rotation? | A1. Please select your answer as 1 or 0 (1=yes, 0=no) | √ | ||
| Q2. Please assess your “familiarity” with safe behaviors for occupational NSI prevention. | A2. Please select your answer as 1, 2, or 3 (1: familiar with <30%, not very familiar; 2: 30%–70%, average; 3: >70%, very familiar) | √ | √ | √ |
| Q3. Please assess your “confidence” on safe behaviors for occupational NSI prevention. | A3. Please select your answer as 0 or 1 (1: confidence in more than 80% of safe behavior; 0: have no confidence in more than 80% of safe behavior) | √ | √ | √ |
| Q4. Do you agree that VR training is “useful” for teaching occupational NSI prevention than regular model? | A4. Please select your answer as 0 or 1 (0=no, 1=yes) | √ | ||
| Q5. Please evaluate the degree of this VR training “decrease anxiety” in practicing universal precaution for occupational NSI prevention. | A5. Please select your answer as 1, 2, 3, or 4 (1=not decrease, 2=mild decrease, 3=moderately decrease, 4=significantly decrease) | √ | ||
| Q6. Do you had more than 1 occupational NSI during the first 2 months of internship. | A6. Please select your answer as 1 or 0 (0=no, 1=yes) | √ |
VR, virtual reality; NSI, needlestick or sharp injuries.
Comparison of the demographic data of new medical and nursing interns
| Variable | Nursing interns (n=59) | Medical interns (n=50) |
|---|---|---|
| Age range (yr) | 17–22 | 20–29 |
| Mean age (yr) | 19 | 22 |
| Proportion of female (%) | 50/59 (85) | 26/50 (52) |
| % of trainees whose having a previous experience of deep occupational NSI during instructor-supervised clinical rotations | 34 | 61 |
NSI, needlestick or sharp injuries.
Fig. 2.(A) Accuracy rate (%) of VR games between new nursing and medical interns. (B) ∆% of accuracy rate from first to second VR game-based practice. (C) Time to complete the VR game (sec). (D) ∆% of decrease in time need to complete 10 actions in second game compared to first VR game-based practice. VR, virtual reality. a)P<0.05 vs. nursing group. b)P<0.05 vs. first VR game-based practice.
Fig. 3.Comparison the mean and data distribution of accuracy rate (%) between nursing interns (A, B) or medical interns (C, D) with and without past experiences. VR, virtual reality; NSI, needlestick or sharp injuries. a)P<0.05 vs. counterparts without past occupational NSI experience. b)P<0.05 vs. first VR game-based practice.
Fig. 4.Comparison the mean and data distribution of the relative time to complete the VR game-based practice (/mean spent time of naive trainee in first VR game-based practice) between nursing interns (A, B) or medical interns (C, D) with and without past experiences. VR, virtual reality; NSI, needlestick or sharp injuries. a)P<0.05 vs. counterparts without past occupational NSI experience. b)P<0.05 vs. first VR game. c)P<0.05 vs. nursing interns.