Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø
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Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø. / Konge, Lars; Bitsch, Mikael.
I: Ugeskrift for Laeger, Bind 172, Nr. 50, 13.12.2010, s. 3477-80.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø
AU - Konge, Lars
AU - Bitsch, Mikael
PY - 2010/12/13
Y1 - 2010/12/13
N2 - INTRODUCTION: Simulation-based training provides obvious benefits for patients and doctors in education. Frequently, virtual reality simulators are expensive and evidence for their efficacy is poor, particularly as a result of studies with poor methodology and few test participants. In medical simulated training- and evaluation programmes it is always a question of transfer to the real clinical world. To illustrate this problem a study comparing the test performance of persons on a bowling simulator with their performance in a real bowling alley was conducted.MATERIAL AND METHODS: Twenty-five test subjects played two rounds of bowling on a Nintendo Wii and 25 days later on a real bowling alley. Correlations of the scores in the first and second round (test-retest-reliability) and of the scores on the simulator and in reality (criterion validation) were studied and there was tested for any difference between female and male performance.RESULTS: The intraclass correlation coefficient equalled 0.76, i.e. the simulator fairly accurately measured participant performance. In contrast to this there was absolutely no correlation between participants' real bowling abilities and their scores on the simulator (Pearson's r = 0.06). There was no significant difference between female and male abilities.CONCLUSION: Simulation-based testing and training must be based on evidence. More studies are needed to include an adequate number of subjects. Bowling competence should not be based on Nintendo Wii measurements. Simulated training- and evaluation programmes should be validated before introduction, to ensure consistency with the real world.
AB - INTRODUCTION: Simulation-based training provides obvious benefits for patients and doctors in education. Frequently, virtual reality simulators are expensive and evidence for their efficacy is poor, particularly as a result of studies with poor methodology and few test participants. In medical simulated training- and evaluation programmes it is always a question of transfer to the real clinical world. To illustrate this problem a study comparing the test performance of persons on a bowling simulator with their performance in a real bowling alley was conducted.MATERIAL AND METHODS: Twenty-five test subjects played two rounds of bowling on a Nintendo Wii and 25 days later on a real bowling alley. Correlations of the scores in the first and second round (test-retest-reliability) and of the scores on the simulator and in reality (criterion validation) were studied and there was tested for any difference between female and male performance.RESULTS: The intraclass correlation coefficient equalled 0.76, i.e. the simulator fairly accurately measured participant performance. In contrast to this there was absolutely no correlation between participants' real bowling abilities and their scores on the simulator (Pearson's r = 0.06). There was no significant difference between female and male abilities.CONCLUSION: Simulation-based testing and training must be based on evidence. More studies are needed to include an adequate number of subjects. Bowling competence should not be based on Nintendo Wii measurements. Simulated training- and evaluation programmes should be validated before introduction, to ensure consistency with the real world.
KW - Adult
KW - Clinical Competence
KW - Computer Simulation
KW - Education, Medical
KW - Efficiency
KW - Female
KW - Humans
KW - Male
KW - Middle Aged
KW - Program Evaluation
KW - Reproducibility of Results
KW - Sports
KW - Task Performance and Analysis
KW - Teaching
KW - User-Computer Interface
KW - Video Games
M3 - Tidsskriftartikel
C2 - 21156110
VL - 172
SP - 3477
EP - 3480
JO - Ugeskrift for Laeger
JF - Ugeskrift for Laeger
SN - 0041-5782
IS - 50
ER -
ID: 143115792