Feedback is necessary for performance improvement on virtual colonoscopy simulators; without feedback novices do not improve¶
Claim · All claims
Evidence · 1 study · quant-synthesisr2·q2
Currency · newest study 2014 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? A cited study demonstrated that in the absence of feedback, it is not possible to improve performance on the HT Immersion Medical Colonoscopy Simulator. → Qiao Weiguang 2014
Evidence¶
Qiao Weiguang 2014¶
Qiao Weiguang, Bai Yang, Lv Ruxi, Zhang Wendi, Chen Yuqing, Lei Shan, Zhi Fachao. (2014). The Effect of Virtual Endoscopy Simulator Training on Novices: A Systematic Review. PLoS ONE. https://doi.org/10.1371/journal.pone.0089224
q2 · i? · quant-synthesis · r2
Narrative review discussion citing Mahmood and Darzi (2004): the review reports that "in the absence of feedback, it is not possible to improve performance" on the HT Immersion Medical Colonoscopy Simulator; the cited study's design was not read directly.
"It seems that “no feedback, no learning”. A study demonstrated that in the absence of feedback, it is not possible to improve performance on the HT Immersion Medical Colonoscopy Simulator [38]."
Discussion¶
Related Claims¶
- Virtual endoscopy simulator training shows no statistically significant benefit for independent procedure completion in colonoscopy training (RR 1.10, 95% CI 0.88–1.37, P=0.41) — related
- Virtual endoscopy simulator training increases required assistance in colonoscopy training (RR 2.51, 95% CI 1.38–4.55, P=0.002) — related
- Virtual endoscopy simulator training shows no statistically significant difference in total procedure time for colonoscopy (SMD 0.00, 95% CI −0.99–0.99, P=1.00) — related
- Immersive VR-haptic and ITS modalities are more often associated with objective psychomotor and cognitive gains, while generative AI platforms are more often associated with affective outcomes — a broader claim this one bears on
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by process:wiki-ingest on 2026-11-01 |
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