Gamification in laparoscopic training: a randomized, controlled study

Author:

Zwimpfer Tibor Andrea1,Wismer Claudine2,Geissler Franziska1,Oehler Robert3,Geiger James1,Schötzau Andreas1,Fellmann-Fischer Bernhard1,Heinzelmann-Schwarz Viola1

Affiliation:

1. University Hospital of Basel

2. University of Basel

3. Spitalzentrum Centre hospitalier Biel- Bienne

Abstract

Abstract Background: The gamification of laparoscopy using physical computing is an attempt to incentivize training and generate data for analysis. Here, we evaluate a laparoscopic dexterity game box (LDGB) in a pelvitrainer model for laparoscopic training by comparing the performance of the validated Laparoscopic Skills Training and Testing 3 (LASTT 3) exercise from the Gynaecological Endoscopic Surgical Education and Assessment (GESEA) program. Methods: Sixty medical students with no experience in laparoscopy were randomized into three groups with 20 participants in each. All three groups performed four runs of the validated LASTT 3 exercise. Group A completed 40 runs with the LDGB, Group B completed 20 runs, and Group C completed no runs. Task completion time and the number of errors made were recorded. The Wilcoxon test and mixed-effects models were used to analyze the results. After completing the exercises, participants answered questions concerning the LDGB and their performance. Results: The students improved their performance after using the LDGB. They were significantly faster at performing the LASTT 3 exercise using the LDGB, with a mean difference of 40s (P=0.013) between Group A (185s) and Group C (225s), and 26s (P=0.105) between Group B (199s) and Group C (225s). There were no significant differences between the mistakes made. The students were significantly faster (P<0.001) in completing the LDGB exercise during a second repetition, with fewer mistakes made (P<0.001). The LDGB was rated as intuitive by 86.4% of the participants. Conclusions: Students using the LDGB achieved better results in the GESEA exercise. These benefits were accompanied by subjective advantages noted by the students. Gamification presents an opportunity to improve laparoscopic performance.

Publisher

Research Square Platform LLC

Reference35 articles.

1. Laparoscopy may decrease morbidity and length of stay after elective colon cancer resection, especially in frail patients: results from an observational real-life study;Cerdán Santacruz C;Surg Endosc,2017

2. Laparoscopy versus laparotomy approach of a radical resection for gallbladder cancer: a retrospective comparative study;Dou C;Surg Endosc,2020

3. Laparoscopy versus conventional laparotomy in the management of abdominal trauma: a multi-institutional matched-pair study;Gao Y;Surg Endosc,2020

4. Laparoscopic versus open radical hysterectomy for elderly patients with early-stage cervical cancer;Park J-Y;Am J Obstet Gynecol,2012

5. Usón Gargallo J. Ergonomics in laparoscopic surgery and its importance in surgical training;Pérez-Duarte FJ;Cir Esp,2012

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3