Immersive Virtual Reality as a teaching aid for anatomy

Laura Mason, M. Holmes
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Abstract

Author Summary: Anatomy is a discipline where students are required to identify structures of the human body. It is typically a topic which challenges students due to the large volume of terms and content they are required to understand. This study was designed to investigate whether Virtual Reality (VR) as an innovative approach to teaching could improve both student experience and attainment in this subject area. A specifically developed VR platform was created in which Medical Engineering students (N = 42) were asked to individually compete to assemble a human skeleton in both the fastest time and with the fewest errors. This gamification in an immersive environment was hypothesised to increase students’ understanding and retention of anatomical information and was compared to studying from a set of traditional notes. The results showed a 10 % greater improvement in test scores with VR over the use of notes (non-significant, P = 0.141). In the longer term those who participated in the study performed significantly better on the end of module examination (P = 0.012) suggesting measurable learning gain from the experience more widely. Students responded positively to the use of VR in this context and expressed an interest in seeing more VR as part of their anatomy education and their Higher Education experience more broadly.
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沉浸式虚拟现实作为解剖学教学辅助工具
作者总结:解剖学是一门要求学生识别人体结构的学科。这是一个典型的挑战学生的话题,因为他们需要理解大量的术语和内容。本研究旨在探讨虚拟现实(VR)作为一种创新的教学方法是否可以改善学生在这一学科领域的体验和成就。我们创建了一个专门开发的VR平台,在这个平台上,医学工程专业的学生(N = 42)被要求在最快的时间内以最少的错误单独竞争组装人类骨骼。假设这种沉浸式环境中的游戏化可以提高学生对解剖信息的理解和记忆,并将其与一组传统笔记进行比较。结果显示,与使用笔记相比,VR的测试成绩提高了10%(无显著性,P = 0.141)。从长期来看,参与研究的学生在模块考试结束时的表现明显更好(P = 0.012),这表明从更广泛的经验中获得了可衡量的学习收益。在这种情况下,学生们对VR的使用反应积极,并表示有兴趣看到更多的VR作为他们解剖学教育和更广泛的高等教育体验的一部分。
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