| Literature DB >> 35521086 |
Szu-Hsien Wu1,2, Ying-Ying Yang2,3, Chia-Chang Huang2,3, Chih-Wei Liu1,2, Ling-Yu Yang2,3, Chen-Huan Chen2,3, Shou-Yen Kao1, Fa-Yauh Lee1.
Abstract
Although they receive regular training, the survey we administered to our junior physicians and lab technicians revealed that they lack familiarity and confidence regarding the proper segregation/disposal of clinical wastes. In this pilot prospective study, carried out between September 2017 and September 2019, we developed a virtual reality (VR) simulation and integrated it into the steps of Gangen's training flow. Next, we analysed objective performance, recorded by the App in the VR system as well as the subjective self-assessments of 96 junior physicians and lab technicians after two practices of VR games. Before receiving training, lab technicians' self-assessed familiarity and confidence regarding proper clinical wastes segregation/disposal were higher than among physicians. Compared with the first VR game, we noted greater improvement in accuracy as well as a higher percentage of shortened time to complete 10 actions of segregation/disposal of VR clinical wastes, among junior physicians/male trainees, that of junior lab technicians/female trainees in the second VR game. Most of the trainees (81%-88%) reported that they found the VR game-based training to be useful, in contrast to poster-mass media-based training. Our initial positive results indicated the possibility of applying this VR game-based simulation system to regular institution-wide staff education in future. © Author(s) (or their employer(s)) 2021. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ.Entities:
Keywords: clinical competence; education; medical; post-graduate; safety; simulation based learning; virtual reality
Year: 2020 PMID: 35521086 PMCID: PMC8936531 DOI: 10.1136/bmjstel-2019-000554
Source DB: PubMed Journal: BMJ Simul Technol Enhanc Learn ISSN: 2056-6697
Figure 1(A) Initial login page of the VR simulation system; (B) trainee picks up randomly appearing clinical wastes into proper bins and system response to each action. Accuracy (%) of VR games of clinical wastes segregation/disposal. Δ% of accuracy between first VR game and second VR game, relative time to complete the VR game (/mean spent time of naive trainee in first VR game). Δ% of relative time to complete 10 actions from first VR game to second VR game (C) between junior physician and lab technicians and (D) between junior male and junior female trainees. *P<0.05 versus junior physician group or versus junior female trainees; #p<0.05 versus first VR game score. VR, virtual reality.
Comparison between groups
| Physicians | Laboratory technicians | |||
| % of distribution of range of age (<20/20–30/30–40 years) | 5/37/11 (10/70/20%) | 8/31/4 (18/72/10%) | ||
| Gender (F/M) | 28/25 (53/47%) | 9/34 (21/79%) | ||
| % of previously receiving training | 6 (11%) | 13 (30%) | ||
| % of | Pre-VR | Post-VR | Pre-VR | Post-VR |
| 8 (16%) | 45 (84%)# | 12 (28%) | 31 (72%)# | |
| ↑425% from pre-VR data | ↑157% from pre-VR data | |||
|
| Pre- VR | Post-VR | Pre-VR | Post-VR |
| 6 (11%) | 47 (89%)† | 9 (21%) | 34 (79%)† | |
| ↑709% from pre-VR data | ↑276% from pre-VR data | |||
| VR-based training is | Post-VR: 43 (81%) | Post-VR: 38 (88%) | ||
*P<0.05 versus physicians.
†P<0.05 versus pre-VR data; familiarity (1=not very familiar, 2=average, 3=very familiar).
VR, virtual reality.