You have accessJournal of UrologySurgical Technology & Simulation: Training & Skills Assessment (PD58)1 Sep 2021PD58-06 ROBOTIC SURGERY SIMULATION LEAGUE: USING GAMIFICATION TO INCREASE RESIDENT ENGAGEMENT IN SURGICAL TRAINING George W. Moran, Ezra J. Margolin, Connie N. Wang, and G. Joel DeCastro George W. MoranGeorge W. Moran More articles by this author , Ezra J. MargolinEzra J. Margolin More articles by this author , Connie N. WangConnie N. Wang More articles by this author , and G. Joel DeCastroG. Joel DeCastro More articles by this author View All Author Informationhttps://doi.org/10.1097/JU.0000000000002092.06AboutPDF ToolsAdd to favoritesDownload CitationsTrack CitationsPermissionsReprints ShareFacebookLinked InTwitterEmail Abstract INTRODUCTION AND OBJECTIVE: Surgical simulation is an effective tool for developing robotic surgery skills but requires sufficient resident engagement. Gamification has been shown to be effective in improving medical training and has potential to increase resident engagement in robotic surgical simulation, as a means of achieving proficiency and growth. METHODS: We created a urology resident surgical simulation league composed of four teams, with each team coached by an attending urologist. The teams competed against one another in six rounds of head-to-head matchups. Each round, the residents were assigned three simulation exercises to complete using the da Vinci Skills Simulator (Intuitive, Sunnyvale, CA), which were scored from 0-100. At the end of the season, we sent an anonymous survey to the residents with questions about their experience with robotic surgery and simulation. Exercise scores and survey responses were used to assess engagement, proficiency, and growth. RESULTS: Fifteen urology residents participated in the simulation league and 14 completed the survey. Prior to the league, 36% had never used the simulator. During the league, 87% of residents completed at least 3 of the 6 rounds, and a total of 196/270 (73%) exercises were completed. Estimated monthly simulation time increased by 3,050%, compared to simulation time prior to the league. Scores above 90 were achieved on 93% of exercises, and perfect scores were achieved on 41% of exercises. Residents completed each assigned exercise a median of 8 times (IQR 5-14), and median improvement for each exercise was 19 points (IQR 7-48). As a result of the league, 57% of residents reported that their confidence in robotic surgery “moderately increased” or “greatly increased,” and 80% of residents who had used the robot in the operating room reported achieving more surgical autonomy since participating in the league. Following the league, 64% of residents anticipated that they would use the simulator more than they had prior to the league. CONCLUSIONS: Gamification led to a massive increase in resident engagement with surgical simulation, with high levels of improvement and proficiency in simulation exercises. This translated to increased confidence in robotic surgical skills, autonomy in the operating room, and interest in further training with robotic simulation. Source of Funding: none © 2021 by American Urological Association Education and Research, Inc.FiguresReferencesRelatedDetails Volume 206Issue Supplement 3September 2021Page: e1018-e1019 Advertisement Copyright & Permissions© 2021 by American Urological Association Education and Research, Inc.MetricsAuthor Information George W. Moran More articles by this author Ezra J. Margolin More articles by this author Connie N. Wang More articles by this author G. Joel DeCastro More articles by this author Expand All Advertisement Loading ...