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A Case Study into the Use of Virtual Reality and Gamifieation in Ophthalmology Training

机译:在眼科培训中使用虚拟现实和熟悉化的案例研究

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In collaboration with doctors and medical students a novel ophthalmology training solution based upon virtual reality (VR) and gamifieation was developed. Fifteen fourth year medical students at Birmingham City Hospital (UK) helped evaluate it. Evaluations were based upon the Technology Acceptance Model and related to how well users learnt to use the app, their satisfaction with it; if it helped them leam ophthalmology and their view on the teaching approach used within it. Responses were rated on a five point Likert scale (completely agreed to completely disagree). Results represent those that agreed or completely agreed with the questions. Students agreed they could easily leam how to use the app (n:14) and it was clear how to use (n:15). The feedback systems supported both this (n:11) as well as learning how to perform eye examinations (n:13). Users felt the app improved their understanding of the processes involved in ophthalmology (n: 14); their ability to recognize main landmarks of the eye (n:14) and abnormalities (n:15). They felt the app would give them confidence to perform eye examinations on patients in future (n:12) and it would increase other students' confidence too (n: 15). Users found the app enjoyable to use (n:15); would use it in future (n:13) and would like to learn other clinical skills in this way (n:15). A rigorous User-Centred approach has been used to successfully develop a novel ophthalmology training tool. The approach used will help inform others interested in developing VR educational tools.
机译:与医生和医学生合作,开发了一种基于虚拟现实(VR)和游戏化的新型眼科培训解决方案。英国伯明翰市医院的十五名四年级医学生帮助对其进行了评估。评估基于技术验收模型,并与用户学会使用该应用程序的程度及其对应用程序的满意度有关;是否有助于他们学习眼科以及他们对眼科教学方法的看法。回答以李克特五分制评分(完全同意,完全不同意)。结果表示同意或完全同意这些问题的结果。学生们同意他们可以轻松学习如何使用该应用程序(n:14),并且清楚地知道如何使用该应用程序(n:15)。反馈系统既支持(n:11),又学习如何进行眼科检查(n:13)。用户认为该应用程序增进了他们对眼科过程的理解(n:14);他们识别眼睛主要标志(n:14)和异常(n:15)的能力。他们认为该应用程序会让他们有信心在将来对患者进行眼科检查(n:12),并且也会增加其他学生的信心(n:15)。用户发现该应用程序易于使用(n:15);将来会使用它(n:13),并希望以此方式学习其他临床技能(n:15)。严格的以用户为中心的方法已被用来成功开发一种新颖的眼科培训工具。所使用的方法将有助于告知其他对开发VR教育工具感兴趣的人。

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