The development and evaluation of a medical imaging training immersive environment

Introduction A novel realistic 3D virtual reality (VR) application has been developed to allow medical imaging students at Queensland University of Technology to practice radiographic techniques independently outside the usual radiography laboratory. Methods A flexible agile development methodology...

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Veröffentlicht in:Journal of medical radiation sciences 2014-09, Vol.61 (3), p.159-165
Hauptverfasser: Bridge, Pete, Gunn, Therese, Kastanis, Lazaros, Pack, Darren, Rowntree, Pamela, Starkey, Debbie, Mahoney, Gaynor, Berry, Clare, Braithwaite, Vicki, Wilson‐Stewart, Kelly
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container_end_page 165
container_issue 3
container_start_page 159
container_title Journal of medical radiation sciences
container_volume 61
creator Bridge, Pete
Gunn, Therese
Kastanis, Lazaros
Pack, Darren
Rowntree, Pamela
Starkey, Debbie
Mahoney, Gaynor
Berry, Clare
Braithwaite, Vicki
Wilson‐Stewart, Kelly
description Introduction A novel realistic 3D virtual reality (VR) application has been developed to allow medical imaging students at Queensland University of Technology to practice radiographic techniques independently outside the usual radiography laboratory. Methods A flexible agile development methodology was used to create the software rapidly and effectively. A 3D gaming environment and realistic models were used to engender presence in the software while tutor‐determined gold standards enabled students to compare their performance and learn in a problem‐based learning pedagogy. Results Students reported high levels of satisfaction and perceived value and the software enabled up to 40 concurrent users to prepare for clinical practice. Student feedback also indicated that they found 3D to be of limited value in the desktop version compared to the usual 2D approach. A randomised comparison between groups receiving software‐based and traditional practice measured performance in a formative role play with real equipment. The results of this work indicated superior performance with the equipment for the VR trained students (P = 0.0366) and confirmed the value of VR for enhancing 3D equipment‐based problem‐solving skills. Conclusions Students practising projection techniques virtually performed better at role play assessments than students practising in a traditional radiography laboratory only. The application particularly helped with 3D equipment configuration, suggesting that teaching 3D problem solving is an ideal use of such medical equipment simulators. Ongoing development work aims to establish the role of VR software in preparing students for clinical practice with a range of medical imaging equipment. A 3D virtual reality application has been developed to allow medical imaging students to practice essential pre‐clinical skills in a safe and efficient environment. Student feedback indicates enjoyment with the software and results suggested the application enhanced performance in role play assessment.
doi_str_mv 10.1002/jmrs.60
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Methods A flexible agile development methodology was used to create the software rapidly and effectively. A 3D gaming environment and realistic models were used to engender presence in the software while tutor‐determined gold standards enabled students to compare their performance and learn in a problem‐based learning pedagogy. Results Students reported high levels of satisfaction and perceived value and the software enabled up to 40 concurrent users to prepare for clinical practice. Student feedback also indicated that they found 3D to be of limited value in the desktop version compared to the usual 2D approach. A randomised comparison between groups receiving software‐based and traditional practice measured performance in a formative role play with real equipment. The results of this work indicated superior performance with the equipment for the VR trained students (P = 0.0366) and confirmed the value of VR for enhancing 3D equipment‐based problem‐solving skills. Conclusions Students practising projection techniques virtually performed better at role play assessments than students practising in a traditional radiography laboratory only. The application particularly helped with 3D equipment configuration, suggesting that teaching 3D problem solving is an ideal use of such medical equipment simulators. Ongoing development work aims to establish the role of VR software in preparing students for clinical practice with a range of medical imaging equipment. A 3D virtual reality application has been developed to allow medical imaging students to practice essential pre‐clinical skills in a safe and efficient environment. 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Methods A flexible agile development methodology was used to create the software rapidly and effectively. A 3D gaming environment and realistic models were used to engender presence in the software while tutor‐determined gold standards enabled students to compare their performance and learn in a problem‐based learning pedagogy. Results Students reported high levels of satisfaction and perceived value and the software enabled up to 40 concurrent users to prepare for clinical practice. Student feedback also indicated that they found 3D to be of limited value in the desktop version compared to the usual 2D approach. A randomised comparison between groups receiving software‐based and traditional practice measured performance in a formative role play with real equipment. The results of this work indicated superior performance with the equipment for the VR trained students (P = 0.0366) and confirmed the value of VR for enhancing 3D equipment‐based problem‐solving skills. 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Methods A flexible agile development methodology was used to create the software rapidly and effectively. A 3D gaming environment and realistic models were used to engender presence in the software while tutor‐determined gold standards enabled students to compare their performance and learn in a problem‐based learning pedagogy. Results Students reported high levels of satisfaction and perceived value and the software enabled up to 40 concurrent users to prepare for clinical practice. Student feedback also indicated that they found 3D to be of limited value in the desktop version compared to the usual 2D approach. A randomised comparison between groups receiving software‐based and traditional practice measured performance in a formative role play with real equipment. The results of this work indicated superior performance with the equipment for the VR trained students (P = 0.0366) and confirmed the value of VR for enhancing 3D equipment‐based problem‐solving skills. Conclusions Students practising projection techniques virtually performed better at role play assessments than students practising in a traditional radiography laboratory only. The application particularly helped with 3D equipment configuration, suggesting that teaching 3D problem solving is an ideal use of such medical equipment simulators. Ongoing development work aims to establish the role of VR software in preparing students for clinical practice with a range of medical imaging equipment. A 3D virtual reality application has been developed to allow medical imaging students to practice essential pre‐clinical skills in a safe and efficient environment. Student feedback indicates enjoyment with the software and results suggested the application enhanced performance in role play assessment.</abstract><cop>United States</cop><pub>Wiley Subscription Services, Inc</pub><pmid>26229652</pmid><doi>10.1002/jmrs.60</doi><tpages>7</tpages><oa>free_for_read</oa></addata></record>
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subjects 07 ISOTOPES AND RADIATION SOURCES
CHARGES
Clinical medicine
Collaboration
CONFIGURATION
EDUCATIONAL FACILITIES
ENVIRONMENT
EVALUATION
FEEDBACK
Focus groups
GOLD
Laboratories
LEARNING
Medical imaging
Original
Radiation therapy
Radiography
RADIOLOGY AND NUCLEAR MEDICINE
SIMULATION
SIMULATORS
Skills
Software
Students
TRAINING
virtual reality
title The development and evaluation of a medical imaging training immersive environment
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