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Immersive Virtual Reality as a teaching aid for anatomy
Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018, Pages: 49 - 60
Swansea University Author: Laura Mason
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DOI (Published version): 10.1255/vrar2018.ch6
Abstract
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 inno...
Published in: | Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018 |
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ISBN: | 9781906715281 |
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UK
IMPublicationsOpen
2019
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https://www.impopen.com/vrar2018 |
URI: | https://cronfa.swan.ac.uk/Record/cronfa50770 |
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2019-07-03T12:59:36.6093897 v2 50770 2019-06-10 Immersive Virtual Reality as a teaching aid for anatomy ef88a9ba99af7706e3e80e418f482e0a 0000-0002-9679-7063 Laura Mason Laura Mason true false 2019-06-10 STSC 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. Book chapter Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018 49 60 IMPublicationsOpen UK 9781906715281 10 6 2019 2019-06-10 10.1255/vrar2018.ch6 https://www.impopen.com/vrar2018 COLLEGE NANME Sport and Exercise Sciences COLLEGE CODE STSC Swansea University 2019-07-03T12:59:36.6093897 2019-06-10T09:01:53.2797575 Faculty of Science and Engineering School of Aerospace, Civil, Electrical, General and Mechanical Engineering - Sport and Exercise Sciences Marc Holmes 1 Laura Mason 0000-0002-9679-7063 2 0050770-10062019090307.pdf FinalPublshedVRAnatomypaper.pdf 2019-06-10T09:03:07.8170000 Output 734330 application/pdf Accepted Manuscript true 2019-06-10T00:00:00.0000000 false eng |
title |
Immersive Virtual Reality as a teaching aid for anatomy |
spellingShingle |
Immersive Virtual Reality as a teaching aid for anatomy Laura Mason |
title_short |
Immersive Virtual Reality as a teaching aid for anatomy |
title_full |
Immersive Virtual Reality as a teaching aid for anatomy |
title_fullStr |
Immersive Virtual Reality as a teaching aid for anatomy |
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Immersive Virtual Reality as a teaching aid for anatomy |
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Immersive Virtual Reality as a teaching aid for anatomy |
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Laura Mason |
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Marc Holmes Laura Mason |
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Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018 |
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49 |
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Swansea University |
isbn |
9781906715281 |
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10.1255/vrar2018.ch6 |
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IMPublicationsOpen |
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https://www.impopen.com/vrar2018 |
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description |
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. |
published_date |
2019-06-10T04:02:23Z |
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1763753217303248896 |
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11.035634 |