Impact of current video game playing on robotic simulation skills among medical students

Tufan Öge, Mostafa A. Borahay, Tamar Achjian, Gokhan Kilic

Research output: Contribution to journalArticle

2 Citations (Scopus)

Abstract

Objective: To evaluate the impact of current and prior video game playing on initial robotic simulation skill acquisition. Material and Methods: This cross-sectional descriptive study (Canadian Task Force Classification II-1) was conducted at a medical university training center. The study subjects were medical students who currently played video games (Group I) and those who had not played video games in the last 2 years (Group II). The robotic skills of both groups were assessed using simulation. Results: Twenty-two students enrolled in this study; however, only 21 completed it. The median age of the participants was 23 (22-24) years and 24 (23-26) years in Groups I and II, respectively. Among the participants, 15 (71.4%) were male and 6 (28.5%) were female, and 90.4% of the students started playing video games in primary school. When the 2 groups were compared according to the completion time of each exercise, Group I finished more quickly than Group II in the Peg Board-1 exercise (p>0.05), whereas Group II had better results in 3 exercises including Pick and Place, Ring and Rail, and Thread the Rings-1. However, none of the differences were found to be statistically significant (p>.05), and according to the overall scores based on the time to complete exercises, economy of motion, instrument collision, use of excessive instrument force, instruments out of view, and master workspace range, the scores were not statistically different between Groups I and II (p>.05). Conclusion: According to the basic robotic simulation exercise results, there was no difference between medical students who used to play video games and those who still played video games. Studies evaluating baseline visuospatial skills with larger sample sizes are needed.

Original languageEnglish (US)
Pages (from-to)1-4
Number of pages4
JournalJournal of the Turkish German Gynecology Association
Volume16
Issue number1
DOIs
StatePublished - 2015

Fingerprint

Video Games
Robotics
Medical Students
Exercise
Students
Advisory Committees
Sample Size
Cross-Sectional Studies

Keywords

  • Education
  • Medical students
  • Robotic simulation
  • Video games

ASJC Scopus subject areas

  • Obstetrics and Gynecology

Cite this

Impact of current video game playing on robotic simulation skills among medical students. / Öge, Tufan; Borahay, Mostafa A.; Achjian, Tamar; Kilic, Gokhan.

In: Journal of the Turkish German Gynecology Association, Vol. 16, No. 1, 2015, p. 1-4.

Research output: Contribution to journalArticle

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