There is a growing need for healthcare simulation options when local expertise or resources are not available. To connect instructors with remote learners, current options for distance simulation are typically limited to videoconferencing on desktop computers or mobile devices, which may not fully capture the complexity of clinical scenarios.Extended reality (XR) technology may provide a more immersive and realistic distance healthcare simulation experience compared to traditional videoconferencing options.
View Article and Find Full Text PDFDistance simulation is a method of health care training in which the learners and facilitators are in different physical locations. Although methods of distance simulation have existed in health care for decades, this approach to education became much more prevalent during the COVID-19 pandemic. This systematic review studies a subset of distance simulation that includes combined in-person and distance simulation elements, identified here as "mixed- distance simulation.
View Article and Find Full Text PDFThe use of distance simulation has rapidly expanded in recent years with the physical distance requirements of the COVID-19 pandemic. With this development, there has been a concurrent increase in research activities and publications on distance simulation. The authors conducted a systematic review of the peer-reviewed distance health care simulation literature.
View Article and Find Full Text PDFIntroduction: Combat casualty care requires learning a complex set of skills to treat patients in challenging situations, including resource scarce environments, multiple casualty incidents, and care under fire. To train the skills needed to respond efficiently and appropriately to these diverse conditions, instructors employ a wide array of simulation modalities. Simulation modalities for medical training include manikins, task trainers, standardized patient actors (i.
View Article and Find Full Text PDFIntroduction: Recent meta-analyses have found immersive technology to be effective for training, yet there is limited research on user experience with head-mounted displays (HMDs) in the medical domain. If emerging immersive displays do not meet usability standards in the context of healthcare simulation, the technology may cause frustration or hinder learning outcomes. This is the first experimental comparison of usability in commercial untethered, "all-in-one" HMDs for healthcare simulation.
View Article and Find Full Text PDFObjective The purpose of the present research is to establish measurement equivalence and test differences in reliability between computerized and pencil-and-paper-based tests of spatial cognition. Background Researchers have increasingly adopted computerized test formats, but few attempt to establish equivalence for computer-based and paper-based tests. The mixed results in the literature on the test mode effect, which occurs when performance differs as a function of test medium, highlight the need to test for, instead of assume, measurement equivalence.
View Article and Find Full Text PDFThree hundred and three female participants between the ages of 18 and 77 reported their experience in crafting (sewing, knitting, and crocheting) and completed a measure of spatial ability: The Paper Folding Test. To investigate the connection between spatial ability performance, age, and craft expertise, an ANOVA was conducted for the Paper Folding Test using two levels of crafting expertise (High and Low) and three age categories (younger adults: 18-39, middle-aged adults: 40-59, and older adults: 60-77). Performance on the spatial ability test declined with age as predicted from previous literature.
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