Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Standard

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 tidsskriftTidsskriftartikelForskningfagfællebedømt

Harvard

Konge, L & Bitsch, M 2010, 'Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø', Ugeskrift for Laeger, bind 172, nr. 50, s. 3477-80.

APA

Konge, L., & Bitsch, M. (2010). Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø. Ugeskrift for Laeger, 172(50), 3477-80.

Vancouver

Konge L, Bitsch M. Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø. Ugeskrift for Laeger. 2010 dec. 13;172(50):3477-80.

Author

Konge, Lars ; Bitsch, Mikael. / Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø. I: Ugeskrift for Laeger. 2010 ; Bind 172, Nr. 50. s. 3477-80.

Bibtex

@article{e8be7eecf02f4d4887975c3c1441f45a,
title = "Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt milj{\o}",
abstract = "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.",
keywords = "Adult, Clinical Competence, Computer Simulation, Education, Medical, Efficiency, Female, Humans, Male, Middle Aged, Program Evaluation, Reproducibility of Results, Sports, Task Performance and Analysis, Teaching, User-Computer Interface, Video Games",
author = "Lars Konge and Mikael Bitsch",
year = "2010",
month = dec,
day = "13",
language = "Dansk",
volume = "172",
pages = "3477--80",
journal = "Ugeskrift for Laeger",
issn = "0041-5782",
publisher = "Almindelige Danske Laegeforening",
number = "50",

}

RIS

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