Training Surgical Skills Using Nonsurgical Tasks—Can Nintendo Wii™ Improve Surgical Performance?

Background It has been suggested that abilities in nonsurgical tasks may translate to the surgical setting, with video gaming attracting particular attention because of the obvious similarities in the skills required. The aim of this study was to assign laparoscopic novices prospectively to receive...

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Veröffentlicht in:Journal of surgical education 2011-03, Vol.68 (2), p.148-154
Hauptverfasser: Boyle, Emily, MRCS, Kennedy, Ann-Marie, MRCS, Traynor, Oscar, FRCSI, Hill, Arnold D.K., FRCSI
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container_end_page 154
container_issue 2
container_start_page 148
container_title Journal of surgical education
container_volume 68
creator Boyle, Emily, MRCS
Kennedy, Ann-Marie, MRCS
Traynor, Oscar, FRCSI
Hill, Arnold D.K., FRCSI
description Background It has been suggested that abilities in nonsurgical tasks may translate to the surgical setting, with video gaming attracting particular attention because of the obvious similarities in the skills required. The aim of this study was to assign laparoscopic novices prospectively to receive a period of structured practice on the Nintendo Wii™ (Nintendo of America, Inc, Redmond, Washington) and compare their performance of basic laparoscopic tasks before and after this session to control subjects. Methods In all, 22 medical students with no prior laparoscopic or video game experience were recruited to the study. They were randomized into 2 groups: group 1 served as the control and group 2 was the Wii™ group. All subjects performed 2 physical (bead transfer and glove cutting) and 1 virtual laparoscopic simulated tasks on the ProMIS surgical simulator (Haptica, Boston, Massachusetts). Performance metrics were measured. The same tasks were repeated an average of 7 days later, and between the 2 sessions, the subjects in the Wii™ group had structured practice sessions on the Wii™ video game. Results Taken together, all subjects improved their performance significantly from session 1 to session 2. For the physical tasks, the Wii™ group performed better on session 2 for all metrics but not significantly. The Wii™ group showed a significant performance improvement for one metric in the bead transfer task compared with controls. For the virtual task, there was no significant improvement between sessions 1 and 2. Conclusions The novice subjects demonstrated a steep learning curve between their first and second attempts at the laparoscopic tasks. Practicing on the Wii™ was associated with a trend toward a better performance on session 2, although the difference was not significant. This finding suggests that a more intensive practice schedule may be associated with a better performance, and we propose that training on non-surgical tasks may be a cheap, convenient, and effective addition to current training curricula.
doi_str_mv 10.1016/j.jsurg.2010.11.005
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The aim of this study was to assign laparoscopic novices prospectively to receive a period of structured practice on the Nintendo Wii™ (Nintendo of America, Inc, Redmond, Washington) and compare their performance of basic laparoscopic tasks before and after this session to control subjects. Methods In all, 22 medical students with no prior laparoscopic or video game experience were recruited to the study. They were randomized into 2 groups: group 1 served as the control and group 2 was the Wii™ group. All subjects performed 2 physical (bead transfer and glove cutting) and 1 virtual laparoscopic simulated tasks on the ProMIS surgical simulator (Haptica, Boston, Massachusetts). Performance metrics were measured. The same tasks were repeated an average of 7 days later, and between the 2 sessions, the subjects in the Wii™ group had structured practice sessions on the Wii™ video game. Results Taken together, all subjects improved their performance significantly from session 1 to session 2. For the physical tasks, the Wii™ group performed better on session 2 for all metrics but not significantly. The Wii™ group showed a significant performance improvement for one metric in the bead transfer task compared with controls. For the virtual task, there was no significant improvement between sessions 1 and 2. Conclusions The novice subjects demonstrated a steep learning curve between their first and second attempts at the laparoscopic tasks. Practicing on the Wii™ was associated with a trend toward a better performance on session 2, although the difference was not significant. This finding suggests that a more intensive practice schedule may be associated with a better performance, and we propose that training on non-surgical tasks may be a cheap, convenient, and effective addition to current training curricula.</description><identifier>ISSN: 1931-7204</identifier><identifier>EISSN: 1878-7452</identifier><identifier>DOI: 10.1016/j.jsurg.2010.11.005</identifier><identifier>PMID: 21338974</identifier><language>eng</language><publisher>United States: Elsevier Inc</publisher><subject>Analysis of Variance ; basic tasks ; Chi-Square Distribution ; Clinical Competence ; Education, Medical, Undergraduate - methods ; Female ; Humans ; laparoscopy ; Laparoscopy - education ; Learning Curve ; Male ; Medical Knowledge ; metrics ; Practice Based Learning and Improvement ; Professionalism ; Prospective Studies ; Psychomotor Performance ; Reference Values ; simulator ; Statistics, Nonparametric ; Students, Medical - statistics &amp; numerical data ; Surgery ; surgical training ; Task Performance and Analysis ; Time Factors ; Video Games ; Young Adult</subject><ispartof>Journal of surgical education, 2011-03, Vol.68 (2), p.148-154</ispartof><rights>Association of Program Directors in Surgery</rights><rights>2011 Association of Program Directors in Surgery</rights><rights>Copyright © 2011 Association of Program Directors in Surgery. 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The aim of this study was to assign laparoscopic novices prospectively to receive a period of structured practice on the Nintendo Wii™ (Nintendo of America, Inc, Redmond, Washington) and compare their performance of basic laparoscopic tasks before and after this session to control subjects. Methods In all, 22 medical students with no prior laparoscopic or video game experience were recruited to the study. They were randomized into 2 groups: group 1 served as the control and group 2 was the Wii™ group. All subjects performed 2 physical (bead transfer and glove cutting) and 1 virtual laparoscopic simulated tasks on the ProMIS surgical simulator (Haptica, Boston, Massachusetts). Performance metrics were measured. The same tasks were repeated an average of 7 days later, and between the 2 sessions, the subjects in the Wii™ group had structured practice sessions on the Wii™ video game. Results Taken together, all subjects improved their performance significantly from session 1 to session 2. For the physical tasks, the Wii™ group performed better on session 2 for all metrics but not significantly. The Wii™ group showed a significant performance improvement for one metric in the bead transfer task compared with controls. For the virtual task, there was no significant improvement between sessions 1 and 2. Conclusions The novice subjects demonstrated a steep learning curve between their first and second attempts at the laparoscopic tasks. Practicing on the Wii™ was associated with a trend toward a better performance on session 2, although the difference was not significant. 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subjects Analysis of Variance
basic tasks
Chi-Square Distribution
Clinical Competence
Education, Medical, Undergraduate - methods
Female
Humans
laparoscopy
Laparoscopy - education
Learning Curve
Male
Medical Knowledge
metrics
Practice Based Learning and Improvement
Professionalism
Prospective Studies
Psychomotor Performance
Reference Values
simulator
Statistics, Nonparametric
Students, Medical - statistics & numerical data
Surgery
surgical training
Task Performance and Analysis
Time Factors
Video Games
Young Adult
title Training Surgical Skills Using Nonsurgical Tasks—Can Nintendo Wii™ Improve Surgical Performance?
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