Objectives: Virtual reality has emerged as a unique educational modality for medical trainees. However, incorporation of virtual reality curricula into formal training programmes has been limited. We describe a multi-centre effort to develop, implement, and evaluate the efficacy of a virtual reality curriculum for residents participating in paediatric cardiology rotations.
Methods: A virtual reality software program ("The Stanford Virtual Heart") was utilised. Users are placed "inside the heart" and explore non-traditional views of cardiac anatomy. Modules for six common congenital heart lesions were developed, including narrative scripts. A prospective case-control study was performed involving three large paediatric residency programmes. From July 2018 to June 2019, trainees participating in an outpatient cardiology rotation completed a 27-question, validated assessment tool. From July 2019 to February 2020, trainees completed the virtual reality curriculum and assessment tool during their cardiology rotation. Qualitative feedback on the virtual reality experience was also gathered. Intervention and control group performances were compared using univariate analyses.
Results: There were 80 trainees in the control group and 52 in the intervention group. Trainees in the intervention group achieved higher scores on the assessment (20.4 ± 2.9 versus 18.8 ± 3.8 out of 27 questions answered correctly, p = 0.01). Further analysis showed significant improvement in the intervention group for questions specifically testing visuospatial concepts. In total, 100% of users recommended integration of the programme into the residency curriculum.
Conclusions: Virtual reality is an effective and well-received adjunct to clinical curricula for residents participating in paediatric cardiology rotations. Our results support continued virtual reality use and expansion to include other trainees.
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http://dx.doi.org/10.1017/S1047951122000890 | DOI Listing |
Sci Rep
December 2024
Physical Therapy Department, Rehabilitation Faculty, Tehran University of Medical Sciences, Tehran, Iran.
The study aimed to determine if virtual reality (VR) games could enhance neuromuscular control and improve anticipatory and compensatory strategies in ball-kicking for soccer players. It was a single-blind randomized clinical trial involving 32 male soccer players with chronic ankle instability. Participants were divided into two groups: VR games and balance training.
View Article and Find Full Text PDFNeuroimage
December 2024
Institute of Population Health, University of Liverpool, United Kingdom; Hanse Wissenschaftskolleg, Delmenhorst, Germany. Electronic address:
Recent work has shown rapid microstructural brain changes in response to learning new tasks. These cognitive tasks tend to draw on multiple brain regions connected by white matter (WM) tracts. Therefore, behavioural performance change is likely to be the result of microstructural, functional activation, and connectivity changes in extended neural networks.
View Article and Find Full Text PDFPediatr Neurol
December 2024
Orthopedics Research Center, Mashhad University of Medical Science, Mashhad, Iran.
Background: This study aims to investigate the effect of a newly developed virtual reality task-oriented training (VR-TOT) video game on upper extremity fine motor function compared with conventional occupational therapy through leap motion in children with spastic hemiplegic cerebral palsy (CP).
Methods: In this double-blind randomized clinical trial, 30 children with spastic hemiplegic CP aged six to 10 years were included and randomly allocated into two groups. During six weeks, 15 patients in the intervention group received VR_TOT-based video game in addition to conventional occupational therapy, whereas 15 patients in the control group received only conventional occupational therapy.
Iran Biomed J
December 2024
Department of Pediatrics, School of Nursing and Midwifery, Mashhad University of Medical Sciences, Mashhad, Iran.
BMC Med Educ
December 2024
Department of Surgery, Aga Khan University Hospital, Karachi, Pakistan.
Background: Simulation-based learning (SBL) and augmented reality (AR) /virtual reality (VR) are increasingly adapted and investigated globally to aid traditional teaching methods of clinical skills in several fields of clinical dentistry. This cross-sectional study was, therefore, aimed to assess the availability of such technology to Prosthodontics postgraduate trainees in Pakistan, as well as their introspective views regarding the effectiveness of adapting to simulation-based learning methods.
Method: Total population sampling yielded a sample of 200 participants.
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