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The impact of neural development research on understanding neural stem cells and human nervous system development. 神经发育研究对理解神经干细胞和人类神经系统发育的影响。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-23 DOI: 10.1002/ase.70172
Sally A Moody
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引用次数: 0
Production of 3D printed biomodels of the canine brain for veterinary neuroanatomy teaching. 用于兽医神经解剖学教学的3D打印犬脑生物模型的制作。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-23 DOI: 10.1002/ase.70178
João Victor Barbosa Tenório Fireman, Antônio Chaves de Assis Neto

Teaching neuroanatomy presents multiple challenges to both students and teachers, as it is a subject with highly dense content that commonly causes the development of aversion by students, a phenomenon referred to as "neurophobia," which has been documented in human and veterinary medicine students. Concurrently, fixed parts of the nervous system are difficult to obtain and are highly fragile; therefore, constant maintenance and replacement of these parts are necessary. Additive manufacturing, also called three-dimensional (3D) printing, is an increasingly popular technology with multiple applications, including its use for the production of affordable, safe, durable, low-maintenance, and eco-friendly anatomical biomodels to reduce and replace the use of cadavers in anatomy teaching. This study aimed to describe the production process of three different biomodels of the dog brain analogous to biological models-namely, a six-part detachable color-coded biomodel, a transparent brain with the ventricular system highlighted inside, and a scaled-up isolated ventricular system biomodel. Biomodels present a good anatomical definition, are easy to manipulate, and allow for a different approach for visualizing the spatial relationship between the brain structures and the path of the cerebrospinal fluid through the ventricular system that transcends the simple reproduction of dissected cadaveric parts. These biomodels can be integrated with both traditional and alternative teaching methods, potentially reducing the occurrence of neurophobia and dependence on cadaver use.

神经解剖学的教学对学生和教师都提出了多重挑战,因为这是一门内容密集的学科,通常会引起学生的厌恶,这种现象被称为“神经恐惧症”,在人类和兽医专业的学生中都有记载。同时,神经系统的固定部分很难获得,而且非常脆弱;因此,经常维护和更换这些部件是必要的。增材制造,也称为三维(3D)打印,是一种越来越受欢迎的技术,具有多种应用,包括用于生产经济实惠,安全,耐用,低维护和环保的解剖生物模型,以减少和取代解剖教学中对尸体的使用。本研究旨在描述类似于生物模型的三种不同的狗脑生物模型的制作过程,即六部分可分离的彩色编码生物模型,内部突出显示心室系统的透明大脑和放大的孤立心室系统生物模型。生物模型提供了良好的解剖定义,易于操作,并且允许用不同的方法来可视化脑结构和脑脊液通过脑室系统的路径之间的空间关系,这超越了解剖尸体部位的简单复制。这些生物模型可以与传统和替代教学方法相结合,潜在地减少神经恐惧症的发生和对尸体使用的依赖。
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引用次数: 0
Understanding public attitudes toward body donation in South Korea: A cross-sectional survey study. 了解韩国公众对遗体捐赠的态度:一项横断面调查研究。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-23 DOI: 10.1002/ase.70176
Yiseul Choi, Hyun Jin Park

The shortage of body donors remains a challenge for anatomy education in South Korea, despite growing public awareness. This study investigated sociodemographic, attitudinal, and experiential factors associated with willingness to donate among Korean adults. A total of 204 individuals aged 19 years or older completed a structured questionnaire on knowledge, perceptions, and willingness regarding body donation. Overall, 44.8% expressed willingness to donate, while 55.2% reported no willingness, with the most common motivation being contributions to medical advancement (83.9%). Logistic regression revealed a significant association with religious affiliation (overall p = 0.047), as individuals reporting no religion demonstrated markedly lower willingness than Protestants. Lower income and lower educational attainment were also associated with higher willingness to donate. No significant associations were found for sex, age, marital status, occupation, or self-rated health. Willingness to support a family member's donation was strongly associated with personal willingness (p < 0.001), whereas concerns about family grief or bodily integrity were not significant. Only one-third of participants had encountered publicity on body donation, and 69.6% perceived current promotional efforts as insufficient. These findings suggest that psychological and cultural factors-particularly religion, socioeconomic position, and familial attitudes-may exert greater influence on willingness than demographic characteristics alone. Targeted education and outreach addressing these factors may be essential to increase donation rates and ensure a sustainable supply of donated bodies for medical and healthcare education.

尽管公众意识越来越强,但器官捐献者的短缺仍然是韩国解剖学教育面临的一个挑战。本研究调查了与韩国成年人捐赠意愿相关的社会人口学、态度和经验因素。共有204名年龄在19岁或以上的人完成了一份关于遗体捐赠知识、观念和意愿的结构化问卷。总体而言,44.8%的人表示愿意捐赠,而55.2%的人表示不愿意,其中最常见的动机是为医学进步做出贡献(83.9%)。逻辑回归揭示了与宗教信仰的显著关联(总体p = 0.047),因为报告无宗教信仰的个人表现出明显低于新教徒的意愿。收入较低和受教育程度较低的人也更愿意捐赠。性别、年龄、婚姻状况、职业或自评健康没有发现显著关联。支持家庭成员捐赠的意愿与个人意愿密切相关
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引用次数: 0
Using artificial intelligence thanabots as "thanatobots" to assist anatomy learning and professional development: Ghosts masquerading as opportunity? 利用人工智能机器人作为“死亡机器人”来帮助解剖学学习和专业发展:幽灵伪装成机会?
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-21 DOI: 10.1002/ase.70174
Jon Cornwall, Sabine Hildebrandt

It has not happened yet, but it may be just around the corner: the development of thanabots, digital representations of deceased persons created by artificial intelligence (AI) technologies, and their adoption as educational adjuncts for students in anatomy education. To equip anatomy educators with information to allow them to assess this new technology, this article provides an overview of thanabot technology, together with practical and ethical considerations regarding their use in anatomy education. The new term "thanatobot" describes thanabot use in this hypothetical application. For instructive clarity, this thought experiment is limited to thanatobots trained on donors' medical records and supported by anatomy education software. If used, potential benefits might include enhancing learning via linking medical history to anatomical findings and clinical reasoning through personalized teaching assistance. They may support professional development by facilitating humanistic engagement and illuminating donors as people rather than objects. However, their use produces significant risks, including known adverse psychological effects. Thanatabots may inadvertently reduce donors to inauthentic digital proxies, paradoxically harming humanistic engagement, and negatively impacting learning outcomes. AI errors associated with generated content may hinder accurate learning, while cultural sensitivities around engagement with the dead may be violated. Further issues include identifying appropriate operational thanatobot parameters, ethical data management, concerns around appropriate consent, and a lack of legislative oversight. Any responsible educational use of thanabots in education must carefully explore their psychological and social impacts. Ethical, cultural, and pedagogical challenges around thanatobot development should be critically examined prior to any incorporation into anatomy education.

这种情况目前还没有发生,但可能很快就会发生:人工智能(AI)技术创造的死亡机器人(thanabot)的发展,以及死者的数字表现形式,并将其作为解剖学教育学生的教学辅助手段。为了使解剖学教育工作者掌握相关信息,使他们能够评估这项新技术,本文概述了有关技术的概述,以及在解剖学教育中使用这些技术的实践和伦理考虑。新的术语“thanatobot”描述了在这个假设的应用程序中的使用。为了便于指导,这个思想实验仅限于在捐献者的医疗记录上训练的死亡机器人,并由解剖学教育软件提供支持。如果使用,潜在的好处可能包括通过个性化教学帮助将病史与解剖发现和临床推理联系起来,从而加强学习。它们可以通过促进人文参与和将捐赠者视为人而非物来支持专业发展。然而,它们的使用会产生重大风险,包括已知的不良心理影响。Thanatabots可能会在不经意间将捐赠者减少到不真实的数字代理,矛盾地损害人文参与,并对学习结果产生负面影响。与生成内容相关的AI错误可能会阻碍准确的学习,而与死者接触的文化敏感性可能会受到侵犯。进一步的问题包括确定适当的操作死亡机器人参数、道德数据管理、对适当同意的担忧以及缺乏立法监督。在教育中负责任地使用人工智能,必须仔细探索其心理和社会影响。在将死亡机器人纳入解剖学教育之前,应该对其发展所面临的伦理、文化和教学挑战进行严格审查。
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引用次数: 0
How the brain predicts the face: Teaching the brain as a co-architect of the face. 大脑如何预测脸部:教大脑作为脸部的共同建筑师。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-20 DOI: 10.1002/ase.70170
Jennifer M McBride, Ralph Marcucio
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引用次数: 0
Anatomical Sciences Education Vol. 18, Issue 12, 2025 Cover Image 解剖科学教育卷18,第12期,2025年封面图片
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-14 DOI: 10.1002/ase.70168

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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 : 2025-12-14 DOI: 10.1002/ase.2459
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引用次数: 0
Novel application of gamification to support undergraduate anatomy: Student perceptions and performance. 游戏化支持本科解剖学的新应用:学生的认知和表现。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-12 DOI: 10.1002/ase.70167
Emmeline Berger, Jacqueline Carnegie, Christopher J Ramnanan

Anatomy is a foundational component of various medical and paramedical disciplines. Existing research has suggested that games or game elements can improve student interest in musculoskeletal (MSK) anatomy. This project builds on previous gamification and serious game work and incorporates new anatomy-based games into undergraduate anatomy education. Challenging structures and areas of difficulty were identified using previous years' exams. This informed the content and design of the games in this study: a modified Guess Who? and a group-based labeling exercise. Both were provided in optional study sessions available to students in an introductory undergraduate anatomy and physiology course. The data collected includes pre- and post-session questionnaires, labeling times, and midterm exam performance. Few participants reported previously incorporating games into their own MSK anatomy study time, but the majority believed that anatomy-specific games would positively improve their confidence, engagement, and motivation in the course (LIKERT scores all >4.5/5). The games improved students' self-perceived confidence (92% somewhat or strongly agree) and anatomy knowledge (100% somewhat or strongly agree), and provided opportunity for peer collaboration that is often missing in large undergraduate anatomy classes. There were, however, inconsistent effects in exam performance seen across different sections of the course (in-person vs virtual). These findings suggest that the benefits of educational games may depend on contextual factors that require further exploration. Future studies should also explore extending this approach to other challenging topics identified by students.

解剖学是各种医学和辅助医学学科的基础组成部分。现有研究表明,游戏或游戏元素可以提高学生对肌肉骨骼(MSK)解剖学的兴趣。这个项目建立在以前的游戏化和严肃的游戏工作的基础上,并将新的基于解剖学的游戏融入到本科解剖学教育中。具有挑战性的结构和困难的领域是根据前几年的考试确定的。这为本研究中的游戏内容和设计提供了信息:一个改良版的《Guess Who?》还有一个基于群体的标签练习。这两门课程都是本科生解剖学和生理学入门课程的选修课程。收集的数据包括课前和课后问卷调查、标注时间和期中考试成绩。很少有参与者报告之前将游戏纳入他们自己的MSK解剖学学习时间,但大多数人认为解剖学特定游戏会积极提高他们在课程中的信心、参与度和积极性(LIKERT得分均为4.5/5)。这些游戏提高了学生的自信心(92%的学生多少同意或非常同意)和解剖学知识(100%的学生多少同意或非常同意),并提供了在大型本科解剖学课程中经常缺少的同伴合作机会。然而,在课程的不同部分(面对面和虚拟),对考试成绩的影响并不一致。这些发现表明,教育游戏的益处可能取决于需要进一步探索的环境因素。未来的研究还应探索将这种方法扩展到学生确定的其他具有挑战性的主题。
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引用次数: 0
Game-based learning session on gastrointestinal tract histology. 基于游戏的胃肠道组织学学习课程。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-10 DOI: 10.1002/ase.70152
Kayla Lavery, Maryann MacNeil, Jonathan Wisco

Histology education poses a unique challenge in anatomical sciences, particularly when teaching the gastrointestinal (GI) tract. We describe the rationale, development, and implementation of a serious game designed to enhance engagement and comprehension of GI histology through hands-on, collaborative learning. Developed for first-year graduate students in anatomical sciences, the activity integrates tactile model construction with guided discussion and a group quiz. We outline the instructional framework, session flow, and key reflections on logistical and pedagogical outcomes from the pilot implementation with 12 students. While preliminary assessments showed improved understanding and positive reception, this article focuses on the development process and broader implications for using serious games in histology education.

组织学教育提出了一个独特的挑战,解剖科学,特别是当教学胃肠道。我们描述了一个严肃的游戏的基本原理,开发和实施,旨在通过动手,协作学习来增强对胃肠道组织学的参与和理解。该活动是为解剖科学专业的一年级研究生开发的,将触觉模型构建与指导讨论和小组测验相结合。我们概述了教学框架、会话流程,以及对12名学生试点实施的后勤和教学成果的主要反思。虽然初步评估显示了人们对游戏的理解和接受程度有所提高,但本文主要关注的是在组织学教育中使用严肃游戏的发展过程和更广泛的影响。
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引用次数: 0
Beyond Kahoot! Reflections and guidelines from a serial gamifying educator on when and how to effectively use games and game elements in anatomical education. 除了Kahoot !一个连续的游戏化教育者关于何时以及如何有效地在解剖教育中使用游戏和游戏元素的思考和指导。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-12-07 DOI: 10.1002/ase.70158
Judi Laprade

According to Nietzsche, "In every real [adult], a child is hidden that wants to play." In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner. Learning anatomy in a meaningful and comprehensive manner requires an ability to memorize an enormous volume of material and then applying the foundational content to make sense of it within real-world applications. Adding game elements or gamification within a teaching and learning space requires considerations by educators on the most effective use of their time, ability, and resources, as well as a clear understanding of the purpose of gamifiying their class or laboratory. Drawing upon 25 years of experience and feedback in implementing gamification and real games for anatomy learners in class, laboratory, and review, this article provides multiple examples and reflections/criteria for when gamification within a curriculum is value-added. The author offers approaches for targeting recall, team building, learner engagement through in-class knowledge checks and review sessions, game assignments, and even critical thinking using bespoke anatomy games addressing real-world application scenarios. Examples include several simple and low-tech options, adaptations of existing games, as well as commercial or custom games, which can be implemented as competitions. The author provides reflections and implementation recommendations for these approaches, the use of reward systems as well as web resources for building, adapting, or utilizing games outright.

尼采说:“在每个真实的成年人身上,都隐藏着一个想要玩耍的孩子。”在日常生活中,玩耍和竞争可以使日常或枯燥的任务更有吸引力,并可以为教育者提供机会,以更有趣或互动的方式吸引学习者。以有意义和全面的方式学习解剖学需要有能力记住大量的材料,然后将基础内容应用于实际应用中。在教学空间中添加游戏元素或游戏化需要教育工作者考虑如何最有效地利用他们的时间、能力和资源,并清楚地了解将课堂或实验室游戏化的目的。根据25年的经验和反馈,在课堂、实验室和复习中为解剖学学习者实施游戏化和真实游戏,本文提供了多个例子和反思/标准,说明游戏化在课程中何时是增值的。作者提供了针对回忆,团队建设,学习者参与通过课堂上的知识检查和复习会议,游戏作业,甚至批判性思维使用定制解剖游戏解决现实世界的应用场景的方法。例子包括一些简单和低技术含量的选择,现有游戏的改编,以及商业或自定义游戏,这些都可以作为竞赛来执行。作者提供了关于这些方法的思考和执行建议,奖励系统的使用以及用于构建、改编或利用游戏的网络资源。
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引用次数: 0
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Anatomical Sciences Education
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