Gamification in laparoscopic training: a randomized, controlled study

Research Square (Research Square)(2022)

引用 0|浏览1
暂无评分
摘要
Abstract Background: The gamification of laparoscopy using physical computing is an attempt to incentivize training and generate data for analysis. Here, we evaluate a laparoscopic dexterity game box (LDGB) in a pelvitrainer model for laparoscopic training by comparing the performance of the validated Laparoscopic Skills Training and Testing 3 (LASTT 3) exercise from the Gynaecological Endoscopic Surgical Education and Assessment (GESEA) program. Methods: Sixty medical students with no experience in laparoscopy were randomized into three groups with 20 participants in each. All three groups performed four runs of the validated LASTT 3 exercise. Group A completed 40 runs with the LDGB, Group B completed 20 runs, and Group C completed no runs. Task completion time and the number of errors made were recorded. The Wilcoxon test and mixed-effects models were used to analyze the results. After completing the exercises, participants answered questions concerning the LDGB and their performance. Results: The students improved their performance after using the LDGB. They were significantly faster at performing the LASTT 3 exercise using the LDGB, with a mean difference of 40s (P=0.013) between Group A (185s) and Group C (225s), and 26s (P=0.105) between Group B (199s) and Group C (225s). There were no significant differences between the mistakes made. The students were significantly faster (P<0.001) in completing the LDGB exercise during a second repetition, with fewer mistakes made (P<0.001). The LDGB was rated as intuitive by 86.4% of the participants. Conclusions: Students using the LDGB achieved better results in the GESEA exercise. These benefits were accompanied by subjective advantages noted by the students. Gamification presents an opportunity to improve laparoscopic performance.
更多
查看译文
关键词
laparoscopic training,gamification
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要