The Feasibility of Virtual Reality and Student-Led Simulation Training as Methods of Lumbar Puncture Instruction

被引:7
作者
Roehr, Mark [1 ]
Wu, Teresa [1 ,2 ]
Maykowski, Philip [1 ]
Munter, Bryce [1 ]
Hoebee, Shelby [1 ]
Daas, Eshaan [1 ]
Kang, Paul [1 ]
机构
[1] Univ Arizona, Coll Med Phoenix, 435 N 5th St,4th Floor,Off B420, Phoenix, AZ 85004 USA
[2] Banner Univ, Med Ctr Phoenix, Dept Emergency Med, Phoenix, AZ USA
关键词
Simulation; Virtual reality; Clinical skills; Procedural training; Medical education; Student-led; MEDICAL-EDUCATION; PERFORMANCE; VALIDITY; SKILLS;
D O I
10.1007/s40670-020-01141-6
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
BackgroundThere is limited data assessing simulation and virtual reality training as a standardized tool in medical education. This feasibility study aimed to evaluate the effectiveness of virtual reality training and a student-led simulation module in preparing medical students to perform a lumbar puncture.MethodsTwenty-five medical students completed a pre-intervention survey, and a baseline video recorded lumbar puncture procedure on a task trainer. Students were randomly distributed into the virtual reality group, or the curriculum's standard student-led procedural instruction group. Participants were then given 45 min to practice the lumbar puncture procedure. After the intervention, all participants were video recorded again as they performed a post-intervention lumbar puncture and completed a post-intervention survey. Pre- and post-intervention videos were scored using a critical action checklist in conjunction with time needed to complete the procedure to evaluate proficiency.ResultsAt baseline, there were no major statistically significant differences between groups. Assessing overall post-intervention performance, both groups showed improvement in aggregate score (p<0.001) and time required to complete (p=0.002) the lumbar puncture. Following interventions, the student-led group improved over the virtual reality group in a variety of metrics. The student-led group increased their aggregate score by 3.49 and decreased their time to completion by 34 s over the VR group when controlling for baseline measures.ConclusionsBoth virtual reality and student-led simulation training were useful training modalities, with hands-on simulation showing better results versus virtual reality training in this setting.
引用
收藏
页码:117 / 124
页数:8
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