2017
DOI: 10.14742/ajet.3840
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Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education

Abstract: Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of environment due to its limited processing power. This study aimed to compare performance in an anatomical knowledge test between two virtual reality headsets, the Oc… Show more

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Cited by 136 publications
(113 citation statements)
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“…Previous research investigating VR and AR ( Figure 1A [21]) use within a health science and medical curricula found these modes to be as effective for student learning as the commonly used tablet-based applications. In addition, the study demonstrated that there is no impact on learning when anatomical lessons are presented in a more accessible mobile-VR platform, such as the Samsung Gear VR, in place of the more expensive VR platforms, such as the Oculus Rift ( Figure 1B, [17]). Results in an anatomical written assessment (mean ± SD) for participants who learnt using Oculus Rift virtual reality (VR) without touch controllers, augmented reality (AR), or tablet.…”
Section: Literature Reviewmentioning
confidence: 97%
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“…Previous research investigating VR and AR ( Figure 1A [21]) use within a health science and medical curricula found these modes to be as effective for student learning as the commonly used tablet-based applications. In addition, the study demonstrated that there is no impact on learning when anatomical lessons are presented in a more accessible mobile-VR platform, such as the Samsung Gear VR, in place of the more expensive VR platforms, such as the Oculus Rift ( Figure 1B, [17]). Results in an anatomical written assessment (mean ± SD) for participants who learnt using Oculus Rift virtual reality (VR) without touch controllers, augmented reality (AR), or tablet.…”
Section: Literature Reviewmentioning
confidence: 97%
“…However, modern technology can allow this, and provide health students with learning modules that are far more experiential that other modes [2,17,18] and learning that can be beneficially self-directed [3]. New multimedia knowledge can be updated instantly within an application, and important concepts presented to the student that can assist their understanding of overall concepts [4].…”
Section: Literature Reviewmentioning
confidence: 99%
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