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1.
Stud Health Technol Inform ; 125: 515-9, 2007.
Article in English | MEDLINE | ID: mdl-17377340

ABSTRACT

In this study we created a virtual 3D world for learning to manage medical emergencies and evaluated it with 24 high school students in the USA and Sweden. We found that students in both groups felt immersed and found the online simulation easy to use. Scores for flow and self-assessed flow were significantly higher for the RHS group as compared to the HG group (p=.001 and .023 respectively; Mann Whitney U test). Self-efficacy scores for the HG group were significantly higher after training (p=.016 Mann Whitney U test). Males in the RHS group scored significantly higher on flow and self assessed flow than females (p=.006 and p=.023 respectively; Mann Whitney U test). This study demonstrates the potential value of using MMOS for learning to respond to medical emergencies.


Subject(s)
Cardiopulmonary Resuscitation/education , Computer Simulation , Schools , User-Computer Interface , Adolescent , Female , Humans , Internet , Male , Sweden , United States
2.
AMIA Annu Symp Proc ; : 181-5, 2007 Oct 11.
Article in English | MEDLINE | ID: mdl-18693822

ABSTRACT

We describe the architecture of a virtual patient model, the Virtual ED Patient, for scenarios in emergency medicine. The model is rule-based, and uses four vital signs as a representation of its state. The model is used in a multi-person learning environment based on online gaming technology. The efficacy of the model and the Virtual ED learning environment is evaluated in a study where advanced medical students and first year residents manage six trauma cases. Pre and post-test performance results show significant learning, with results comparable to those obtained in human manikin simulators. Some future directions for development of the model are also presented.


Subject(s)
Computer Simulation , Emergency Medicine/education , Patient Simulation , User-Computer Interface , Humans
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