Results


IO1. Handbook of soft skills training using virtual reality and serious games for surgical teams in the operating room

Description

The objective of this IO is to produce a handbook with new approaches and innovative methodologies on training of soft skills using virtual reality (VR) and serious games (SG) for surgical teams in the operating room. It is intended to assist CVET teachers, trainers and mentors and their institutions to organize training activities, so it will deal with learning objectives and competencies, audiences, duration, resources, evaluation, quality, and opportunities for recognition and validation of the outcomes, bearing in mind the latter need of transparency and recognition of skills and competences. The handbook will be divided in two main parts: methodological guidelines and practical cases. The handbook will be formatted and edited in a professional manner, either to be printed or presented as interactive ebook.

Elements of innovation

The application of SG and VR in the field of training is in its early stages, even more in the field of surgical training and soft skills, therefore recommendations and guidelines in this regard are still missing. These technologies are expected to have a great potential yet to be explored. The handbook will provide new insights to improve soft skills training.

Expected impact

This IO will allow partners to increase/improve their training offer related to soft skills training, and similarly to other training institutions and therefore, it will improve the competences of the target groups (surgeons, nurses and anaesthetists) necessary in their daily practice, facilitating also their mobility.

Transferability potential

Soft skills are transversal skills; therefore, the use of VR and SG for their training can be extrapolated to other collectives, either from the health sector or outside it. On the other hand, results and conclusions of this IO can be used for improving the initial and continuous professional development of CVET teachers, trainers and mentors in the field of surgical education, with a focus on developing effective open and innovative education through the use of ICT.


IO2. S4Game

Description

This IO consists on the 54Game itself. lt is an integral part of the training activities gathered in the guidelines of 02 and will be translated into the national languages of the consortium, to increase acceptance and facilitate the training of communication skills, as communication in the mother tongue is always easier.

Elements of innovation

The resulting SG will be the first one aimed at training soft skills using VR devices for surgical teams. Therefore, this IO combines current technologies to provide an innovative tool that supports the effective use of ICTs in training.

Expected impact

This IO will greatly impact in all partners by improving their daily activities, either in training or SG development. On the other hand, European competitiveness in the SG sector will be increased, allowing for a key specialization in a growing market.

Transferability potential

The SG can serve as basis for soft skills training in any health profession where team work is required. Besides, team work and soft skills in any other field can also take advantage of the S4Game,as if it is aimed at creating a new specific SG, it will only be need to develop the specific cases (avatars, scenarios, etc.),and all the common structure can be reused (graphics engine, artificial intelligence engine, etc.).This is one recognized advantage of the SG: reduction of deployment costs thanks to the reutilization of already developed and available contents and SG. The tool for dialogue creation will also allow translation of the content into other languages not included in the consortium as well as creating new dialogues for different training situations.