Abstract

BackgroundThe incidence of cardiac arrests per year in the United States continues to increase, yet in-hospital cardiac arrest survival rates significantly vary between hospitals. Current methods of training are expensive, time consuming, and difficult to scale, which necessitates improvements in advanced cardiac life support (ACLS) training. Virtual reality (VR) has been proposed as an alternative or adjunct to high-fidelity simulation (HFS) in several environments. No evaluations to date have explored the ability of a VR program to examine both technical and behavioral skills and demonstrate a cost comparison.ObjectiveThis study aimed to explore the utility of a voice-based VR ACLS team leader refresher as compared with HFS.MethodsThis prospective observational study performed at an academic institution consisted of 25 postgraduate year 2 residents. Participants were randomized to HFS or VR training and then crossed groups after a 2-week washout. Participants were graded on technical and nontechnical skills. Participants also completed self-assessments about the modules. Proctors were assessed for fatigue and task saturation, and cost analysis based on local economic data was performed.ResultsA total of 23 of 25 participants were included in the scoring analysis. Fewer participants were familiar with VR compared with HFS (9/25, 36% vs 25/25, 100%; P<.001). Self-reported satisfaction and utilization scores were similar; however, significantly more participants felt HFS provided better feedback: 99 (IQR 89-100) vs 79 (IQR 71-88); P<.001. Technical scores were higher in the HFS group; however, nontechnical scores for decision making and communication were not significantly different between modalities. VR sessions were 21 (IQR 19-24) min shorter than HFS sessions, the National Aeronautics and Space Administration task load index scores for proctors were lower in each category, and VR sessions were estimated to be US $103.68 less expensive in a single-learner, single-session model.ConclusionsUtilization of a VR-based team leader refresher for ACLS skills is comparable with HFS in several areas, including learner satisfaction. The VR module was more cost-effective and was easier to proctor; however, HFS was better at delivering feedback to participants. Optimal education strategies likely contain elements of both modalities. Further studies are needed to examine the utility of VR-based environments at scale.

Highlights

  • BackgroundThe incidence of cardiac arrests per year in the United States continues to increase, yet in-hospital cardiac arrest survival rates significantly vary between hospitals

  • There was no difference in preference for using either modality to train, and the willingness to use either modality every 6 months was high: 100% (25/25) high-fidelity simulation (HFS) vs 96% (24/25) Virtual reality (VR); P=.72 (Fischer exact test; see Table 2)

  • More participants rated the HFS debrief as providing better feedback (HFS: median 99.0, IQR 89.0-100.0 vs VR: median 79.0, IQR 71.0-88.0; P

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Summary

Introduction

BackgroundThe incidence of cardiac arrests per year in the United States continues to increase, yet in-hospital cardiac arrest survival rates significantly vary between hospitals. Current methods of face-to-face training are expensive, time consuming, and difficult to scale, which necessitates improvements in ACLS training aimed at improving patient survival. At the end of the session, the team is given feedback on their performance This is the standard for training, there are several limitations to this modality, including the need for lengthy sessions, expensive durable equipment, need for trained personnel, and difficulty with scale. Current methods of training are expensive, time consuming, and difficult to scale, which necessitates improvements in advanced cardiac life support (ACLS) training. Objective: This study aimed to explore the utility of a voice-based VR ACLS team leader refresher as compared with HFS. Conclusions: Utilization of a VR-based team leader refresher for ACLS skills is comparable with HFS in several areas, including learner satisfaction. Further studies are needed to examine the utility of VR-based environments at scale

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