The effect of self-directed virtual reality simulation on dissection training performance in mastoidectomy

Authors


  • Financial disclosures: s.a.w.a. received an unrestricted grant from the Oticon Foundation for PhD studies. The development of the Visible Ear Simulator software has been financially supported by the Oticon Foundation. The foundation did not play a role in the design or conduct of the study. The authors have no other funding, financial relationships, or conflicts of interest to disclose.

Abstract

Objectives/Hypothesis

To establish the effect of self-directed virtual reality (VR) simulation training on cadaveric dissection training performance in mastoidectomy and the transferability of skills acquired in VR simulation training to the cadaveric dissection training setting.

Study Design

Prospective study.

Methods

Two cohorts of 20 novice otorhinolaryngology residents received either self-directed VR simulation training before cadaveric dissection training or vice versa. Cadaveric and VR simulation performances were assessed using final-product analysis with three blinded expert raters.

Results

The group receiving VR simulation training before cadaveric dissection had a mean final-product score of 14.9 (95 % confidence interval [CI] [12.9–16.9]) compared with 9.8 (95% CI [8.4–11.1]) in the group not receiving VR simulation training before cadaveric dissection. This 52% increase in performance was statistically significantly (P < 0.0001). A single dissection mastoidectomy did not increase VR simulation performance (P = 0.22).

Conclusions

Two hours of self-directed VR simulation training was effective in increasing cadaveric dissection mastoidectomy performance and suggests that mastoidectomy skills are transferable from VR simulation to the traditional dissection setting. Virtual reality simulation training can therefore be employed to optimize training, and can spare the use of donated material and instructional resources for more advanced training after basic competencies have been acquired in the VR simulation environment.

Level of Evidence

NA. Laryngoscope, 126:1883–1888, 2016

Ancillary