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Neurological Assessment Using a Physical-Virtual Patient (PVP)
Simulation & Gaming Pub Date : 2020-08-12 , DOI: 10.1177/1046878120947462
Laura Gonzalez 1 , Salam Daher 1, 2 , Greg Welch 1
Affiliation  

Background. Simulation has revolutionized teaching and learning. However, traditional manikins are limited in their ability to exhibit emotions, movements, and interactive eye gaze. As a result, students struggle with immersion and may be unable to authentically relate to the patient. Intervention. We developed a new type of patient simulator called the Physical-Virtual Patients (PVP) which combines the physicality of manikins with the richness of dynamic visuals. The PVP uses spatial Augmented Reality to rear project dynamic imagery (e.g., facial expressions, ptosis, pupil reactions) on a semi-transparent physical shell. The shell occupies space and matches the dimensions of a human head. Methods. We compared two groups of third semester nursing students (N=59) from a baccalaureate program using a between-participant design, one group interacting with a traditional high-fidelity manikin versus a more realistic PVP head. The learners had to perform a neurological assessment. We measured authenticity, urgency, and learning. Results. Learners had a more realistic encounter with the PVP patient (p=0.046), they were more engaged with the PVP condition compared to the manikin in terms of authenticity of encounter and cognitive strategies. The PVP provoked a higher sense of urgency (p=0.002). There was increased learning for the PVP group compared to the manikin group on the pre and post-simulation scores (p=0.027). Conclusion. The realism of the visuals in the PVP increases authenticity and engagement which results in a greater sense of urgency and overall learning.

中文翻译:

使用物理虚拟患者 (PVP) 进行神经学评估

背景。模拟已经彻底改变了教学和学习。然而,传统人体模型在表现情绪、动作和交互式眼睛注视的能力方面受到限制。结果,学生难以沉浸其中,可能无法与患者建立真实的联系。干涉。我们开发了一种称为物理虚拟患者 (PVP) 的新型患者模拟器,它结合了人体模型的物理特性和丰富的动态视觉效果。PVP 使用空间增强现实技术在半透明的物理外壳上投射动态图像(例如,面部表情、上睑下垂、瞳孔反应)。外壳占据空间并与人头的尺寸相匹配。方法。我们使用参与者之间的设计比较了来自学士学位课程的两组第三学期护理学生(N = 59),一组与传统的高保真人体模型互动,而不是更逼真的 PVP 头部。学习者必须进行神经学评估。我们衡量了真实性、紧迫性和学习情况。结果。学习者与 PVP 患者的接触更加真实 (p=0.046),与模拟人相比,在接触的真实性和认知策略方面,他们对 PVP 条件的参与度更高。PVP 激起了更高的紧迫感(p=0.002)。与模拟人组相比,PVP 组在模拟前后的分数上有更多的学习(p = 0.027)。结论。PVP 中视觉效果的真实性增加了真实性和参与度,从而产生了更大的紧迫感和整体学习感。学习者必须进行神经学评估。我们衡量了真实性、紧迫性和学习情况。结果。学习者与 PVP 患者的接触更加真实 (p=0.046),与模拟人相比,在接触的真实性和认知策略方面,他们对 PVP 条件的参与度更高。PVP 激起了更高的紧迫感(p=0.002)。与模拟人组相比,PVP 组在模拟前后的分数上有更多的学习(p = 0.027)。结论。PVP 中视觉效果的真实性增加了真实性和参与度,从而产生了更大的紧迫感和整体学习感。学习者必须进行神经学评估。我们衡量了真实性、紧迫性和学习情况。结果。学习者与 PVP 患者的接触更加真实 (p=0.046),与模拟人相比,在接触的真实性和认知策略方面,他们对 PVP 条件的参与度更高。PVP 激起了更高的紧迫感(p=0.002)。与模拟人组相比,PVP 组在模拟前后的分数上有更多的学习(p = 0.027)。结论。PVP 中视觉效果的真实性增加了真实性和参与度,从而产生了更大的紧迫感和整体学习感。在遭遇的真实性和认知策略方面,与人体模型相比,他们更关注 PVP 条件。PVP 激起了更高的紧迫感(p=0.002)。与模拟人组相比,PVP 组在模拟前后的分数上有更多的学习(p = 0.027)。结论。PVP 中视觉效果的真实性增加了真实性和参与度,从而产生了更大的紧迫感和整体学习感。在遭遇的真实性和认知策略方面,与人体模型相比,他们更关注 PVP 条件。PVP 激起了更高的紧迫感(p=0.002)。与模拟人组相比,PVP 组在模拟前后的分数上有更多的学习(p = 0.027)。结论。PVP 中视觉效果的真实性增加了真实性和参与度,从而产生了更大的紧迫感和整体学习感。
更新日期:2020-08-12
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