2020
DOI: 10.1002/ase.2035
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Virtual Dissection: An Interactive Anatomy Learning Tool

Abstract: The novelty of three-dimensional visualization technology (3DVT), such as virtual reality (VR), has captured the interest of many educational institutions. This study's objectives were to (1) assess how VR and physical models impact anatomy learning, (2) determine the effect of visuospatial ability on anatomy learning from VR and physical models, and (3) evaluate the impact of a VR familiarization phase on learning. This within-subjects, crossover study recruited 78 undergraduate students who studied anatomica… Show more

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Cited by 34 publications
(32 citation statements)
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“…However, methods of assessment also need to be introduced to properly ensure equity in any introduced learning tool. For example, Wainman et al (2021) identified that VR may be detrimental to students with low visuospatial ability when compared to using physical modes for learning anatomy.…”
Section: Discussionmentioning
confidence: 99%
“…However, methods of assessment also need to be introduced to properly ensure equity in any introduced learning tool. For example, Wainman et al (2021) identified that VR may be detrimental to students with low visuospatial ability when compared to using physical modes for learning anatomy.…”
Section: Discussionmentioning
confidence: 99%
“…A similar statement about the usefulness of VR early in teaching has been made by Andersen and colleagues regarding the acquisition of surgical skills, after they found that for novices cognitive load is higher during cadaver training than VR training (Andersen et al, 2016). In general, supplementing cadaver courses with VR applications for preparation and repetition makes sense, given some of the problems cadaver studies face, like high financial expenses, limited availability, or high student to cadaver ratios (Wainman et al, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…PJJ memanfaatkan beberapa aplikasi, seperti Whatsapp, Zoom, Google Class Meeting, aplikasi berbasis edutaiment, dan aplikasi lainnya (Firman & Rahayu, 2020;Pratama et al, 2020;Sadikin & Hamidah, 2020;Setiawan & Komalasari, 2020;Syswianti et al, 2020;Yuliana, 2020). Komunikasi tersebut mensyaratkan harus ada gawai, atau komputer dan akses jaringan internet (Sulianta et al, 2019;Wainman et al, 2020). Aplikasi tersebut bisa memberikan kita fasilitas berbicara tatap muka secara virtual.…”
Section: Pendahuluanunclassified