Introduction: Simulation-based training is a key component of surgical education; however, existing models, such as dry-laboratory and virtual reality simulators, have limitations in terms of realism and accessibility. The use of human cadaveric material is also challenging because of its high cost and limited availability. Objectives: To evaluate the effectiveness of biological models based on large animal cadaveric material, specifically cattle and pigs, for practicing head and neck surgical skills. Materials and Methods: The study included 100 third- and fourth-year students, who were divided into a study group and a comparison group, with 50 participants in each group. The study group practiced surgical skills using animal cadaveric material: a porcine mandible for bone graft harvesting and a bovine head for resection craniotomy. The comparison group practiced using 3D-printed models. The results were assessed using an anonymous 8-item Likert-scale questionnaire, followed by statistical analysis using the Mann–Whitney U test. Results: In the study group, statistically significant increases were observed in satisfaction with participation, fulfillment of expectations, perceived subjective acquisition of manual skills, and overall satisfaction with the training process (p < 0.001; median scores: 38.0 and 34.0, respectively). The greatest differences were observed in satisfaction with participation, where 54% of participants rated it as “Excellent” compared with 6% in the comparison group, and in perceived subjective acquisition of manual skills, reported by 80% of participants in the study group compared with 24% in the comparison group. Conclusions. The use of cadaveric specimens from large animals is associated with higher satisfaction and represents an accessible alternative for practicing basic and commonly performed head and neck surgical procedures that do not require fine dissection of neurovascular bundles. This model provides a high degree of tactile realism and anatomical context and is subjectively preferred over non-anthropomorphic simulators.
Volel et al. (Thu,) studied this question.