Virtual Reality As A Teaching Aid For Anatomy

13TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2019)(2019)

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摘要
Within medical education virtual reality (VR) environments have been used routinely for training and assessing medical skills whereas they remain less developed in other fields where knowledge of human anatomy may also be required. A full understanding of human anatomy requires students to learn many specific terms and typically traditional assessments in this area reward recall over contextual understanding. Therefore, the aim of this study was to determine whether using VR as an immersive learning opportunity could help students to engage with anatomy material and subsequently whether it may impact their achievement in related assessments. Students studying a level 4 (first year undergraduate) anatomy module as part of a Medical Engineering undergraduate degree (N = 42) were recruited to the study. Data collection consisted of a crossover repeated-measures design where students completed an assessment of their knowledge of the skeletal system before and after using the VR platform and before and after studying from a set of written notes in a randomised order. Students also completed a questionnaire regarding their thoughts about the VR task and its part in their learning. Within the VR platform students completed and individual task where they were required to assemble a human skeleton using a controller and starting from the skull. They were given hints and tips throughout if needed and on completion were given a score based on their time to correctly assemble the skeleton and number of hints needed. Results of the study showed that students had a (non-significant, P = 0.141) improvement in their learning in the short-term (10 +/- 15%) over text book use alone (0% +/- 12%). 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. Questionnaire results show that students felt VR belonged in higher education settings (100%) and that it helped their attainment on the end of module exam (71%). The main benefit students saw in using VR for this anatomy material was that it 'gave a clearer visual perception of the bones' (83%). The study concluded that students showed a measurable learning gain using a VR platform and that students want to see more VR in their higher education provision. Universities should consider facilitating VR platforms for appropriate educational material.
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关键词
Virtual Reality, Gamification, Technology Enhanced Learning, Anatomy, Medical Engineering
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