表1_ENGAGE:评估虚拟现实在以患者为中心的沉浸式学习项目中对重症肌无力医护人员的价值
重症肌无力VR医护教育干预的表1数据,包含满意度、共情和知识等调查结果。

基本信息
资源简介
表1_ENGAGE:评估虚拟现实在以患者为中心的沉浸式学习项目中对重症肌无力医护人员的价值
【一句话概览】
本数据集是 figshare 公开的结构化表格数据集,收录 1 个文件、合计 272.44 KB,主题涵盖 Myasthenia gravis、virtual reality、immersive learning、shared decision-making,可用于统计建模、特征工程与队列分析,CC BY 4.0 许可开放获取。
【数据集背景】
本数据集源站标题为《Table 1_ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professionals.pdf》。配套论文《Burden of disease in myasthenia gravis: taking the patient’s perspective》发表于 Journal of Neurology(2021),DOI:10.1007/s00415-021-10891-1。源站首次发布:2026-01-29。
【数据内容】
源站原始描述:BackgroundMyasthenia gravis (MG) is a chronic autoimmune neuromuscular disease characterized by muscle weakness that can significantly impact patients’ lives. Recent patient-led research highlighted a disconnect between healthcare professionals (HCPs) and patients, emphasizing the need for effective and empathetic patient–HCP dialogue and shared decision-making (SDM). The power of virtual reality (VR) to increase empathy and provide impactful learning experiences has been established. This outco…
【数据结构与技术规格】
文件数 1 个,合计 272.44 KB。Table 1_ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professiona.pdf:application/pdf,272.44 KB。数据集 DOI:10.3389/fneur.2025.1655351.s001。
【主题与分类】
源站学科分类:Neurology and Neuromuscular Diseases。主题标签:Myasthenia gravis、virtual reality、immersive learning、shared decision-making。
【适用方向】
结构化表格数据可直接用于统计建模、特征工程与队列分析。
【获取与许可】
源站页面:https://frontiersin.figshare.com/articles/dataset/Table_1_ENGAGE_Analyzing_the_value_of_virtual_reality_in_a_patient-centric_immersive_learning_program_in_myasthenia_gravis_for_healthcare_professionals_pdf/31186606
使用许可:CC BY 4.0(https://creativecommons.org/licenses/by/4.0/)。
规范引用:Weisshardt, Ina; Acosta, Cornelia Reyes; Chauhan, Trishna; Haralampiev, Kaloyan; Gabor, Andrijana Mušura; Rodriguez, Alexis; et al. (2026). Table 1_ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professionals.pdf. Fr…
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使用方式
数据集获取(Figshare)
- 源站标题:Table 1_ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professionals.pdf
- DOI:10.3389/fneur.2025.1655351.s001
- 发布日期:2026-01-29
- 文件数:1 个
- 文件总体积:272.44 KB
- 源站页面:https://frontiersin.figshare.com/articles/dataset/Table_1_ENGAGE_Analyzing_the_value_of_virtual_reality_in_a_patient-centric_immersive_learning_program_in_myasthenia_gravis_for_healthcare_professionals_pdf/31186606
命令行下载
curl -L -o "Table 1_ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professiona.pdf" "https://ndownloader.figshare.com/files/61465453"
文件清单
Table 1_ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professiona.pdf(272.44 KB)
文件总体积 272.44 KB(源站 API 实测)。
数据说明
BackgroundMyasthenia gravis (MG) is a chronic autoimmune neuromuscular disease characterized by muscle weakness that can significantly impact patients’ lives. Recent patient-led research highlighted a disconnect between healthcare professionals (HCPs) and patients, emphasizing the need for effective and empathetic patient–HCP dialogue and shared decision-making (SDM). The power of virtual reality (VR) to increase empathy and provide impactful learning experiences has been established. This outcome evaluation assessed the ability of VR to improve HCPs’ knowledge, attitudes and empathy in MG, aiming to strengthen patient–HCP communication and facilitate SDM.
MethodsThe ENGAGE educational pilot program comprised a needs assessment, a VR-based intervention and an outcome evaluation. Content for the VR intervention was developed using a patient-centric approach integrating patient and HCP voices. The VR module simulated “a day in the life of Julia,” a virtual patient with MG, allowing HCPs to experience MG symptoms and their impact on a patient’s life. The experience was implemented in hospital-based workshops. The outcome evaluation included surveys assessing Moore’s Levels 2–4, the Theoretical Domains Framework (TDF), and SDM, and was supplemented by semi-structured interviews. Quantitative and qualitative data were analyzed using SPSS Statistics and thematic analysis, respectively.
ResultsEighty-seven HCPs completed the VR experience across 12 workshops. Sixty HCPs participated in the outcome evaluation survey, and 10 participated in interviews. HCPs reported high satisfaction with the immersive learning, citing its relevance and ease of use. Based on survey responses, HCPs’ most important learnings were a “better understanding of the impact of MG on patients’ lives” (n/N = 46/60) and “developing empathy for how a patient with MG might feel” (n/N = 37/60). HCPs expressed commitment to changing their practice. Quantitative analysis revealed significant improvements in most TDF domains and SDM post-intervention, with the TDF domain “beliefs about capabilities” emerging as the strongest predictor of SDM.
ConclusionOur study found that the immersive VR intervention ef
许可
CC BY 4.0
引用
学术使用请引用 DOI 10.3389/fneur.2025.1655351.s001(source: https://frontiersin.figshare.com/articles/dataset/Table_1_ENGAGE_Analyzing_the_value_of_virtual_reality_in_a_patient-centric_immersive_learning_program_in_myasthenia_gravis_for_healthcare_professionals_pdf/31186606)。
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