6533b85dfe1ef96bd12bea72

RESEARCH PRODUCT

Innovative Educational Pathways in Spine Surgery: Advanced Virtual Reality–Based Training

Loreto GesualdoGiuseppe M. PerettiAnas BelkhouRiccardo GiorginoGiuseppe BanfiGiovanni GrassoAndrea De Luca

subject

medicine.medical_specialtybusiness.industryEnd userEducation Virtual Reality Spine surgery Training Humans Neurosurgical Procedures Orthopedic Surgeons Simulation Training Spinal Diseases InventionsVirtual realityCoachingSession (web analytics)Virtual realityEducation03 medical and health sciences0302 clinical medicineSpine surgerySpine surgery030220 oncology & carcinogenesisHealth careOrthopedic surgerymedicineTrainingSurgeryMedical physicsRelevance (information retrieval)Neurology (clinical)business030217 neurology & neurosurgery

description

Background Over the past few years, a reorganization of the educational pathways has been promoted with the purpose of optimizing the acquisition of competences and their assessment, so as to reduce the risks to both health care professionals and end users. Virtual reality (VR) has been repeatedly tested, initially as a positive reinforcement for more traditional educational pathways and, more recently, as their potential substitute. The aim of this study was to demonstrate the potentiality of VR simulation training in spine surgery. Methods The VR simulator reproduced the lateral lumbar access to the spine. The simulation included a tutorial, the preoperative settings, and the surgical session with different levels of procedural complexity. A total of 10 users were recruited for this study: 3 senior surgeons (group A) and 7 orthopedic residents or junior orthopedic surgeons (group B). Each user completed the simulation twice. Results The user's age or previous experience with VR technology did not show any relevance. On average, the entire simulation was completed in 24′36'. Group B showed an improvement between the 2 attempts in both sessions, the preoperative settings and the surgical simulation. The number of major errors dropped from an average of 5.2 to 1.8 and from an average of 4 (maximum 6−minimum 1) to 1.4, respectively. The simulation was never interrupted because of technical bugs or adverse effects related to the technology. Conclusions VR-based training pathways might promote a high standard of care. Our preliminary experience suggests an effective implementation of the traditional coaching process.

10.1016/j.wneu.2020.04.102