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Engagement and cognitive load of upper-year medical trainees during mixed reality–enhanced dissection 高年级医学实习生在混合现实增强解剖中的参与和认知负荷。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-12 DOI: 10.1002/ase.70126
Geoffroy P. J. C. Noel, Isabella Xiao, Maher Chaouachi, Alexandru Ilie, Jeremy O'Brien, Sean C. McWatt

Mixed reality (MR) offers a way to visualize and manipulate complex digital objects in three dimensions, which is particularly beneficial for human anatomy. However, implementing MR effectively requires a deep understanding of its effects on cognitive processes. The purpose of this study was to evaluate cognitive markers of students' engagement and cognitive load while they used MR technology to overlay donor-specific diagnostic imaging onto the corresponding body donors in a fourth-year medical elective course. During two separate dissection sessions, each participant (n = 12) used the imaging on (1) a head-mounted Microsoft HoloLens and (2) an Apple iPad to examine the underlying anatomy of their body donor before beginning dissection. During each activity, participants wore portable five-lead electroencephalographic (EEG) devices to collect cognitive processing data. Separate indexes were calculated from those data to quantify engagement (engagement index; EI) and cognitive load (theta-alpha ratio; TAR), which were compared between HoloLens and iPad usage. Mean EI calculated from EEG data collected while using the HoloLens (0.499 ± 0.038) was significantly higher than the mean EI while using an iPad (0.297 ± 0.037; p = 0.002). Conversely, the mean TAR calculated from EEG data collected while using the HoloLens (1.508 ± 0.047) was significantly lower than that collected while using an iPad (1.813 ± 0.071; p = 0.012). These results indicate that the use of HoloLens to superimpose radiographic images onto a human body donor during dissection is significantly more engaging and requires less cognitive effort than the same task on an iPad.

混合现实(MR)提供了一种在三维空间中可视化和操作复杂数字物体的方法,这对人体解剖学特别有益。然而,有效地实施MR需要深入了解其对认知过程的影响。本研究的目的是评估在四年制医学选修课程中,当学生使用磁共振技术将捐赠者特异性诊断成像覆盖到相应的身体捐赠者上时,他们的参与和认知负荷的认知标记。在两个独立的解剖过程中,每个参与者(n = 12)在开始解剖之前使用(1)头戴式微软HoloLens和(2)苹果iPad上的成像来检查其身体捐赠者的基础解剖结构。在每次活动中,参与者佩戴便携式五导联脑电图(EEG)设备来收集认知处理数据。从这些数据中计算出单独的指数来量化参与度(参与度指数;EI)和认知负荷(theta-alpha ratio; TAR),并将HoloLens和iPad的使用情况进行比较。使用HoloLens时的平均EI(0.499±0.038)显著高于使用iPad时的平均EI(0.297±0.037;p = 0.002)。相反,使用HoloLens采集的EEG数据计算的平均TAR(1.508±0.047)显著低于使用iPad采集的平均TAR(1.813±0.071;p = 0.012)。这些结果表明,在解剖过程中,使用HoloLens将放射图像叠加到人体供体上,比在iPad上完成同样的任务更有吸引力,需要的认知能力也更少。
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引用次数: 0
Uncovering the benefits of a multimodal intervention centered around plastinates in initial anatomy education via thematic analysis of personal reflections of medical students 通过对医学生个人反思的专题分析,揭示以塑化为中心的多模式干预在初级解剖学教育中的益处。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-12 DOI: 10.1002/ase.70128
Athan Jia Jun Hong, Joel Heng Yi Tan, Jun Wen Tan, Dimpy Gupta, Sreenivasulu Reddy Mogali

Plastinates have been gaining popularity as alternatives to standard formalin-fixed donated human bodies in anatomy education; however, their role in facilitating the learning of important emotional and professional lessons has remained understudied. This report explores the emotional and professional impact of medical students' initial engagement with plastinates following a novel, multimodal intervention. A four-phase framework, including a structured lesson, pledge, discussion, and reflective practice, underpins the intervention, which was delivered prior to the first anatomy lesson. It involved an overview of the anatomy program, an introduction to the history of anatomy, and an introduction to the human plastinates (whole bodies, body parts, and organs). Students then took the Anatomy Pledge, a commitment to learning with integrity and treating the donors with respect. Then follows a structured, team-based discussion exploring the ethical implications of body donation, humanistic attitudes, and initial experiences of viewing plastinates. After the learning session, 185 students out of 187 submitted personal reflections generated using Driscoll's model of reflection framework. Initially, 25 reflections were randomly selected for inductive thematic analysis. A two-reflection stopping criterion was set where, if no new themes were found after two reflections, no more were analyzed. Saturation was reached after analyzing 27 reflections. Five overarching themes were discovered relating to students' insights on Navigating Faith, Culture and Ethics, Humanistic Learning in Anatomy Education, Personal Growth, Professional Development, and Reflections on Plastinates. Findings demonstrate the potential value of a multimodal intervention centered around plastinates for fostering professional development and generating personal reflection in medical students.

在解剖学教育中,塑化塑料作为标准的福尔马林固定捐赠人体的替代品越来越受欢迎;然而,它们在促进重要情感和专业课程学习方面的作用仍未得到充分研究。本报告探讨了医学生在一种新颖的、多模态干预后与塑化剂初次接触的情感和专业影响。一个四阶段的框架,包括结构化的课程、承诺、讨论和反思实践,支撑了在第一堂解剖课之前交付的干预。它包括解剖学课程的概述,解剖学历史的介绍,以及人体塑化(整个身体,身体部位和器官)的介绍。然后,学生们签署了“解剖誓言”,承诺诚实地学习,尊重捐赠者。然后是一个结构化的、以团队为基础的讨论,探讨遗体捐赠的伦理含义、人文态度和观看塑化制品的初步体验。学习结束后,187名学生中有185名提交了使用Driscoll的反思框架模型生成的个人反思。最初,随机选取25个反思进行归纳性专题分析。设置两次反射停止标准,如果两次反射后没有发现新的主题,则不再分析。分析27次反射后达到饱和。五个主要的主题与学生对导航信仰、文化和道德、解剖学教育中的人文学习、个人成长、专业发展和对塑化的思考有关。研究结果表明,以塑化剂为中心的多模式干预对促进医学学生的专业发展和产生个人反思具有潜在价值。
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引用次数: 0
Anatomical Sciences Education Vol. 18, Issue 10, 2025 Cover Image 解剖科学教育卷18,第10期,2025年封面图像
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-09 DOI: 10.1002/ase.70134

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引用次数: 0
Editorial Board and Table of Contents 编辑委员会和目录
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-09 DOI: 10.1002/ase.2455
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引用次数: 0
"A lot of it is about feel": The promise of sensory ethnography for anatomical education research. “很多都是关于感觉的”:感官人种学对解剖学教育研究的承诺。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-09 DOI: 10.1002/ase.70133
Paula Cameron, Olga Kits, Anna MacLeod

Ethnographers have constructed rich accounts of cultural settings since the early nineteenth century. A new approach, sensory ethnography, holds great promise for Health Professions Education scholars in its incorporation of the senses, particularly regarding anatomical teaching and learning. In this article, we describe sensory ethnography as a promising approach for anatomical sciences education research. We draw on our sensory ethnographic research on human donor learning programs to provide concrete examples of this approach in action, in all its complexity and promise. We explore how the senses can be woven into key phases of the research process and describe challenges and considerations we grappled with during our research. Finally, drawing on our research data, we offer five key ways sensory ethnography can elevate our understanding of Health Professions Education.

自19世纪初以来,民族学家已经构建了丰富的文化背景。一种新的方法,感官人种学,对卫生专业教育学者来说有着很大的希望,因为它结合了感官,特别是在解剖学的教学和学习方面。在这篇文章中,我们描述了感觉人种志作为解剖学教育研究的一个有前途的方法。我们利用我们对人类捐赠者学习计划的感官人种学研究,提供了这种方法在行动中的具体例子,包括它的复杂性和前景。我们探讨了如何将感官融入研究过程的关键阶段,并描述了我们在研究过程中遇到的挑战和考虑因素。最后,根据我们的研究数据,我们提出了感官人种学可以提升我们对卫生专业教育的理解的五个关键途径。
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引用次数: 0
Medical Jargon: A game-based anatomy and physiology review for high school students in a summer pathway program. 医学术语:一个基于游戏的高中学生解剖学和生理学回顾在夏季途径计划。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-09 DOI: 10.1002/ase.70132
Andrew Bloh, Juan Riesta, Adedayo Adepoju, Maria Soto-Greene, Jeremy J Grachan

Active learning strategies, particularly game-based learning (GBL), have been shown to enhance student engagement and knowledge acquisition across various educational contexts. This study investigates the impact of a GBL activity, "Medical Jargon," for high school students learning anatomy and physiology while participating in the 2024 Summer Youth Scholars Program (SYSP) at Rutgers New Jersey Medical School. Thirty students attended a nine-part lecture series covering anatomy and physiology topics over 4 weeks in June and July 2024. The program concluded with "Medical Jargon," a game modeled after the game show "Password," designed to reinforce key concepts. Knowledge assessments (scored out of 100%) were administered at three time points: pre-course, pre-game, and post-game. Surveys were used to evaluate students' confidence, interest, and perceptions of GBL using a 5-point Likert scale. A one-way repeated-measures ANOVA showed a significant increase in assessment scores (n = 24) from pre-course (M = 51.04, SD = 12.77) to pre-game (M = 66.67, SD = 15.44, p = 0.001) and from pre-course to post-game (M = 74.17, SD = 20.25, p < 0.001). No significant improvement was observed between the pre-game and post-game assessments (p = 0.219). Surveys (n = 26) revealed a significant increase in confidence in anatomy and physiology knowledge from the pre-course (M = 2.5, SD = 0.76) to the post-course survey (M = 3.19, SD = 0.90). These findings suggest that while lecture-based instruction is effective for knowledge acquisition, GBL activities like "Medical Jargon" can enhance confidence and reinforce learning. Future research should examine the long-term impact of GBL on retention and its potential to sustain interest in healthcare careers among youth learners.

主动学习策略,特别是基于游戏的学习(GBL),已被证明可以提高学生在各种教育环境中的参与度和知识获取。本研究调查了一项GBL活动“医学术语”对参加罗格斯新泽西医学院2024年夏季青年学者计划(SYSP)的高中生学习解剖学和生理学的影响。在2024年6月和7月的4周时间里,30名学生参加了涵盖解剖学和生理学主题的9部分系列讲座。节目以“医学术语”结束,这是一个仿照游戏节目“密码”设计的游戏,旨在强化关键概念。知识评估(满分为100%)在三个时间点进行:课前、游戏前和游戏后。调查使用5分李克特量表来评估学生对GBL的信心、兴趣和看法。单因素重复测量方差分析显示,从课程前(M = 51.04, SD = 12.77)到比赛前(M = 66.67, SD = 15.44, p = 0.001)以及从课程前到比赛后(M = 74.17, SD = 20.25, p
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引用次数: 0
A video dissection guide for the en bloc extraction of the human central nervous system 用于人体中枢神经系统整体提取的视频解剖指南。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-07 DOI: 10.1002/ase.70130
Marie-France Izere Vugampore, Erika V. Alor, Gavin R. Hoffman, Rebecca J. Wiltgen, Debra Szuster, Patrick W. Frank, Carlos A. C. Baptista, Maureen E. Stabio

Many professional health programs have transitioned from regional anatomy courses to integrated curricula, in which anatomy is taught longitudinally within a series of systems-based courses. With this shift, systems-based prosections have become increasingly valuable for anatomy education. However, most dissection guides are regionally focused, and few systems-based guides exist. In 2017, a novel written dissection guide for the en bloc extraction of the full central nervous system (CNS) was published in Anatomical Sciences Education, and the educational utility of this resource was highly rated by graduate and medical students. Building on this work, we developed a 19-min video guide for the en bloc CNS extraction to improve the approachability and accessibility of this dissection. The video provides step-by-step instructions for removing, in one piece, the brain, brainstem, spinal cord, spinal roots, cauda equina, and cranial nerve roots, including the optic nerves and eyes. Two separate cohorts of anatomy master's students evaluated the video dissection guide in 2016 (n = 5) and 2024 (n = 5). While statistically significant differences were found between the cohorts in terms of prior dissection experience, no differences were found in perceived usefulness of the videos or total dissection time, with a mean completion time of 4 h ± 12 min (SD, n = 8; two cases were omitted due to inconsistent CNS preservation). Moreover, 100% of participants recommended the CNS dissection for future students. Four of the CNS blocks were plastinated and have been used extensively to instruct students at various stages of learning, from pre-college learners to advanced medical trainees.

许多专业健康课程已经从区域解剖学课程过渡到综合课程,在这些课程中,解剖学在一系列基于系统的课程中纵向教授。随着这种转变,基于系统的起诉对解剖学教育变得越来越有价值。然而,大多数解剖指南都是区域性的,很少有基于系统的指南存在。2017年,在《解剖科学教育》上发表了一篇新颖的书面解剖指南,用于整体提取整个中枢神经系统(CNS),该资源的教育效用得到了研究生和医学生的高度评价。在此基础上,我们制作了一个19分钟的视频指南,用于整体中枢神经系统提取,以提高该解剖的可接近性和可访问性。该视频提供了一步一步的指导,将大脑、脑干、脊髓、脊髓根、马尾和颅神经根(包括视神经和眼睛)整体切除。两组独立的解剖学硕士生分别在2016年(n = 5)和2024年(n = 5)对视频解剖指南进行评估。虽然队列之间在先前的解剖经验方面存在统计学上的显著差异,但在视频的感知有用性或总解剖时间方面没有发现差异,平均完成时间为4小时±12分钟(SD, n = 8;由于中枢神经系统保存不一致而省略了两个病例)。此外,100%的参与者建议未来的学生进行中枢神经系统解剖。其中四个中枢神经系统块被塑化,并被广泛用于指导不同学习阶段的学生,从大学预科学习者到高级医学实习生。
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引用次数: 0
Optimizing anatomy dissection teams using the Yukari method: A peer compatibility-based approach 使用Yukari方法优化解剖解剖团队:基于同行兼容性的方法。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-03 DOI: 10.1002/ase.70124
Tohru Murakami, Toru Araki, Yuki Tajika, Hitoshi Ueno, Sotaro Ichinose, Hirohide Iwasaki, Hiroshi Yorifuji

Human anatomy dissection serves as a cornerstone of medical education, fostering not only anatomical knowledge but also teamwork and professionalism. Given the considerable intellectual, physical, and emotional demands of dissection, effective team dynamics are essential for student success. To enhance learning experiences and academic outcomes, we developed the “Yukari method”—an automated system for optimizing anatomy dissection team assignments. This method uses a heuristic local search algorithm to maximize peer compatibility based on student peer preferences and motivation levels collected via a secure web survey. Compared to random and self-selected teams, those assigned using the Yukari method showed approximately a 10% improvement in academic performance. Student satisfaction with Yukari-assigned teams was significantly higher than with random assignment and comparable to self-selection. This increased satisfaction, in turn, correlated with better academic outcomes. These findings suggest that the Yukari method is effective in medical education and potentially useful in other team-based disciplines, such as engineering and social sciences.

人体解剖是医学教育的基石,不仅培养解剖知识,而且培养团队合作和专业精神。考虑到解剖对智力、体力和情感的巨大需求,有效的团队动力对学生的成功至关重要。为了提高学习经验和学术成果,我们开发了“Yukari方法”——一种优化解剖小组作业的自动化系统。该方法使用启发式局部搜索算法,根据学生同伴偏好和通过安全网络调查收集的动机水平来最大化同伴兼容性。与随机和自我选择的小组相比,使用Yukari方法分配的小组在学习成绩上提高了大约10%。学生对由karii分配的团队的满意度显著高于随机分配的团队,与自我选择的团队相当。这种增加的满足感反过来又与更好的学业成绩相关。这些发现表明,Yukari方法在医学教育中是有效的,并且可能在其他以团队为基础的学科中有用,例如工程和社会科学。
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引用次数: 0
A gamified resource for learning anatomy terminology aids retention. 学习解剖学术语的游戏化资源有助于保留。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-10-03 DOI: 10.1002/ase.70127
Eva M Sweeney, Rose Beavis, Amie Lowry, Alexandra McCulla

A card game, "Hold your Nerve," was developed to aid memorization of anatomy terminology in small-group learning formats. Each of the 719 cards consisted of an anatomical term and its definition. To play, a student blindly holds a card so as to block the definition but display the term to the group, who must provide verbal/physical clues to help the student guess the term. The group can request the definition to be revealed to aid clue generation. Students take turns being the guesser and assess progress by the number of successfully guessed words, with and without clues. Guesser or group performance can be compared to introduce a competitive element. The game was tested with 38-second-level students at Queen's University Belfast. Institutional ethical approval and informed consent were obtained prior to the study. Students completed a pre-test and then were assigned to a nonplaying group or a group that played the game in groups of 3-6 for 20 minutes. Both groups completed a post-test and evaluation survey. Playing groups had an average improvement of 9.1% and 5.1% in sessions 1 and 2, respectively, whereas nonplaying groups showed changes of 4.1% and -1.4%. Only the improvement in scores in the playing groups was significant (session 1 p = 0.031, session 2 p = 0.047). All agreed the game was helpful for revising lecture content; 95% agreed it would be a useful addition to their studies, and 97% enjoyed playing the game. An e-copy of the cards can be requested from the corresponding author.

一种名为“Hold your Nerve”的纸牌游戏被开发出来,以帮助以小组学习形式记忆解剖学术语。719张卡片中的每一张都包含一个解剖学术语及其定义。在游戏中,一个学生盲目地拿着一张卡片,以阻止定义,但向小组展示该术语,小组必须提供语言/身体线索来帮助学生猜测该术语。小组可以要求透露定义,以帮助线索生成。学生们轮流猜单词,通过猜对单词的数量来评估进度,有线索和没有线索都可以。猜测或小组表现可以进行比较,以引入竞争元素。该游戏在贝尔法斯特女王大学的38名学生中进行了测试。研究前已获得机构伦理批准和知情同意。学生们完成了一个预测试,然后被分配到一个不玩游戏的小组,或者一个3-6人一组玩游戏20分钟的小组。两组都完成了测试后的评估调查。在第一阶段和第二阶段,游戏组的平均改善率分别为9.1%和5.1%,而非游戏组的平均改善率分别为4.1%和-1.4%。只有游戏组的分数提高是显著的(第一阶段p = 0.031,第二阶段p = 0.047)。所有人都认为游戏有助于修改讲座内容;95%的人认为这将是他们学习的有益补充,97%的人喜欢玩这款游戏。可以向通讯作者索取卡片的电子副本。
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引用次数: 0
More than roll, move and multiple-choice questions: Application of tabletop game mechanics in anatomy education. 不只是滚动、移动和选择题:桌面游戏机制在解剖学教学中的应用。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-09-30 DOI: 10.1002/ase.70122
Michael Cosimini, Mizan Gaillard, Sarah Louise Edwards

Anatomy is a challenging topic, and educators have used games as a tool to teach the content. The three-dimensional aspects of anatomy provide unique advantages and challenges for presentation in a tabletop game format. Games are built on mechanics, which include the actions players take, such as rolling dice to move a pawn. Integration of the game mechanics with learning goals can lead to better outcomes by allowing players to explore the content through gameplay. We hypothesize that educators making games for anatomy education will have adopted tabletop game mechanisms that facilitate this integration of the educational content with the gameplay. To explore this a body of games for anatomy education was generated from online sources of games and the literature. Online and literature content, including game rules or videos when available, were reviewed, and mechanisms were categorized by the framework in Building Blocks of Tabletop Game design. Thirty-two games with sufficient information for analysis were identified, and the relation of the game mechanics to the educational content is described. The most common mechanics connected to the learning goals were question and answers, communication limits and set collection. Strongly integrated examples included using tabletop mechanics to travel through neuroanatomy, collecting related sets of anatomic components and tracing pathways for the spread of oral infections. We have found designers of games for anatomy education have adopted variable tabletop game mechanics based on the content area being presented, ranging from games as a framework for quiz questions to more robustly integrated educational content.

解剖学是一个具有挑战性的话题,教育工作者使用游戏作为教学内容的工具。解剖学的三维方面为桌面游戏格式的呈现提供了独特的优势和挑战。游戏建立在机制之上,包括玩家采取的行动,如掷骰子移动棋子。将游戏机制与学习目标相结合能够让玩家通过游戏玩法探索内容,从而获得更好的结果。我们假设,为解剖学教育制作游戏的教育者将采用桌面游戏机制,促进教育内容与游戏玩法的整合。为了探索这一点,我们从网上的游戏资源和文献中生成了一套解剖学教育游戏。在线和文学内容,包括游戏规则或视频,在可用的情况下,进行了审查,并根据桌面游戏设计的构建模块框架对机制进行了分类。我们确定了32款具有足够分析信息的游戏,并描述了游戏机制与教育内容的关系。与学习目标相关的最常见机制是问答、交流限制和集合收集。强整合的例子包括使用桌面力学来研究神经解剖学,收集相关的解剖学成分集和追踪口腔感染传播的途径。我们发现解剖学教育游戏的设计师根据所呈现的内容领域采用了可变的桌面游戏机制,从作为测验问题框架的游戏到更强大的整合教育内容。
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引用次数: 0
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