Using Virtual Reality Head-Mounted Displays to Assess Skills in Emergency Medicine: Validity Study
Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
Standard
Using Virtual Reality Head-Mounted Displays to Assess Skills in Emergency Medicine : Validity Study. / Knudsen, Marie Høxbro; Breindahl, Niklas; Dalsgaard, Tor Salve; Isbye, Dan; Mølbak, Anne Grethe; Tiwald, Gerhard; Svendsen, Morten Bo Søndergaard; Konge, Lars; Bergström, Joanna; Todsen, Tobias.
I: Journal of Medical Internet Research, Bind 25, e45210, 2023.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
Harvard
APA
Vancouver
Author
Bibtex
}
RIS
TY - JOUR
T1 - Using Virtual Reality Head-Mounted Displays to Assess Skills in Emergency Medicine
T2 - Validity Study
AU - Knudsen, Marie Høxbro
AU - Breindahl, Niklas
AU - Dalsgaard, Tor Salve
AU - Isbye, Dan
AU - Mølbak, Anne Grethe
AU - Tiwald, Gerhard
AU - Svendsen, Morten Bo Søndergaard
AU - Konge, Lars
AU - Bergström, Joanna
AU - Todsen, Tobias
N1 - Publisher Copyright: © Marie Høxbro Knudsen, Niklas Breindahl, Tor-Salve Dalsgaard, Dan Isbye, Anne Grethe Mølbak, Gerhard Tiwald, Morten Bo Søndergaard Svendsen, Lars Konge, Joanna Bergström, Tobias Todsen. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 06.06.2023. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must be included.
PY - 2023
Y1 - 2023
N2 - Background: Many junior doctors must prepare to manage acutely ill patients in the emergency department. The setting is often stressful, and urgent treatment decisions are needed. Overlooking symptoms and making wrong choices may lead to substantial patient morbidity or death, and it is essential to ensure that junior doctors are competent. Virtual reality (VR) software can provide standardized and unbiased assessment, but solid validity evidence is necessary before implementation. Objective: This study aimed to gather validity evidence for using 360-degree VR videos with integrated multiple-choice questions (MCQs) to assess emergency medicine skills. Methods: Five full-scale emergency medicine scenarios were recorded with a 360-degree video camera, and MCQs were integrated into the scenarios to be played in a head-mounted display. We invited 3 groups of medical students with different experience levels to participate: first- to third-year medical students (novice group), last-year medical students without emergency medicine training (intermediate group), and last-year medical students with completed emergency medicine training (experienced group). Each participant's total test score was calculated based on the number of correct MCQ answers (maximum score of 28), and the groups' mean scores were compared. The participants rated their experienced presence in emergency scenarios using the Igroup Presence Questionnaire (IPQ) and their cognitive workload with the National Aeronautics and Space Administration Task Load Index (NASA-TLX). Results: We included 61 medical students from December 2020 to December 2021. The experienced group had significantly higher mean scores than the intermediate group (23 vs 20; P = .04), and the intermediate group had significantly higher scores than the novice group (20 vs 14; P < .001). The contrasting groups' standard-setting method established a pass-or-fail score of 19 points (68% of the maximum possible score of 28). Interscenario reliability was high, with a Cronbach α of 0.82. The participants experienced the VR scenarios with a high degree of presence with an IPQ score of 5.83 (on a scale from 1-7), and the task was shown to be mentally demanding with a NASA-TLX score of 13.30 (on a scale from 1-21). Conclusions: This study provides validity evidence to support using 360-degree VR scenarios to assess emergency medicine skills. The students evaluated the VR experience as mentally demanding with a high degree of presence, suggesting that VR is a promising new technology for emergency medicine skills assessment.
AB - Background: Many junior doctors must prepare to manage acutely ill patients in the emergency department. The setting is often stressful, and urgent treatment decisions are needed. Overlooking symptoms and making wrong choices may lead to substantial patient morbidity or death, and it is essential to ensure that junior doctors are competent. Virtual reality (VR) software can provide standardized and unbiased assessment, but solid validity evidence is necessary before implementation. Objective: This study aimed to gather validity evidence for using 360-degree VR videos with integrated multiple-choice questions (MCQs) to assess emergency medicine skills. Methods: Five full-scale emergency medicine scenarios were recorded with a 360-degree video camera, and MCQs were integrated into the scenarios to be played in a head-mounted display. We invited 3 groups of medical students with different experience levels to participate: first- to third-year medical students (novice group), last-year medical students without emergency medicine training (intermediate group), and last-year medical students with completed emergency medicine training (experienced group). Each participant's total test score was calculated based on the number of correct MCQ answers (maximum score of 28), and the groups' mean scores were compared. The participants rated their experienced presence in emergency scenarios using the Igroup Presence Questionnaire (IPQ) and their cognitive workload with the National Aeronautics and Space Administration Task Load Index (NASA-TLX). Results: We included 61 medical students from December 2020 to December 2021. The experienced group had significantly higher mean scores than the intermediate group (23 vs 20; P = .04), and the intermediate group had significantly higher scores than the novice group (20 vs 14; P < .001). The contrasting groups' standard-setting method established a pass-or-fail score of 19 points (68% of the maximum possible score of 28). Interscenario reliability was high, with a Cronbach α of 0.82. The participants experienced the VR scenarios with a high degree of presence with an IPQ score of 5.83 (on a scale from 1-7), and the task was shown to be mentally demanding with a NASA-TLX score of 13.30 (on a scale from 1-21). Conclusions: This study provides validity evidence to support using 360-degree VR scenarios to assess emergency medicine skills. The students evaluated the VR experience as mentally demanding with a high degree of presence, suggesting that VR is a promising new technology for emergency medicine skills assessment.
KW - acute medicine
KW - assessment
KW - emergency
KW - emergency medicine
KW - head-mounted display
KW - medical education
KW - medical student
KW - Messick framework
KW - simulation-based education
KW - undergraduate medical education
KW - virtual reality
U2 - 10.2196/45210
DO - 10.2196/45210
M3 - Journal article
C2 - 37279049
AN - SCOPUS:85161911990
VL - 25
JO - Journal of Medical Internet Research
JF - Journal of Medical Internet Research
SN - 1439-4456
M1 - e45210
ER -
ID: 358552058