Applying Augmented Reality to Convey Medical Knowledge On Osteoclasts: A User Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-07 DOI:10.2196/64751
Jascha Grübel, Julia Chatain, Claudio Schmid, Violaine Fayolle, Fabio Zünd, Reinhard Gruber, Bernd Stadlinger
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引用次数: 0

Abstract

Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through Augmented Reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR.

Objective: We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game, published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2) and the long-term retention (H3).

Methods: An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants): Learning outcomes on "Osteoclasts" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, one week later, and one month later, via web-based surveys.

Results: The AR serious game elicited strong interest in the topic (perceived relevance in ARCS, W= 10417; P < .001) and motivated students by increasing self-efficacy (confidence in ARCS, W = 11882.5; P = .023) and satisfaction (in ARCS, W = 4561; P < .001). The learning outcomes were comparable to text-based self-learning (T = 2.0103; PBonferroni = .095). Furthermore, curious students benefited more from interactive learning methods compared to text-only methods and had higher learning success (T = -2.518; P = .019).

Conclusions: Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we couldn't confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design influences student perception of the material (H2d). Due to attrition, long-term learning outcomes (H3) could not be assessed. AR-based learning may particularly benefit curious students, who often struggle with text-heavy methods. As students are increasingly accustomed to brief, engaging content, teaching approaches must adapt.

Clinicaltrial:

应用增强现实技术传达破骨细胞医学知识:一项用户研究。
背景:可视化技术通过将数字内容与现实环境相结合来增强交互式学习,通过增强现实(AR)在医学教育等领域提供身临其境的体验。增强现实技术越来越多地用于医学和牙科教育,以提高学生的学习能力,特别是在理解骨重塑等复杂概念方面。在AR的支持下,主动学习策略可以提高学生的自主性,减少认知负荷,并改善各学科的学习成果。AR在高等教育中越来越受欢迎,因为它增强了主动学习,减少了认知负荷,改善了认知、元认知和情感结果,特别是在医学和护理教育中。沉浸式AR在增强对复杂生理过程的理解方面的有效性尚不清楚,缺乏对其影响以及如何有效地将学术内容转化为AR的严格研究。目的:我们通过最先进的AR游戏评估AR增强内容学习医学知识的能力,该游戏与现代口腔细胞图谱一起发布。为了评估ar增强内容对学习的影响,我们制定了对学习的一般影响(H1)、学习的具体改善(H2)和长期保留(H3)的假设。方法:开发了一个AR严肃游戏,以代表课堂上使用的破骨细胞的最新知识。该游戏在一项无盲面对面实验(39名参与者)中进行了评估:在AR游戏(17名参与者)和传达相同内容的纯教科书选项(20名参与者)之间比较了“破骨细胞”的学习结果。参与者被随机分配,并通过网络调查在三个时间点测量学习成功,即实验结束后,一周后和一个月后。结果:AR严肃游戏引起了人们对话题的强烈兴趣(感知相关性,W= 10417;P < 0.001),并通过提高自我效能感来激励学生(对ARCS的信心,W = 11882.5;P = 0.023)和满意度(在ARCS中,W = 4561;P < 0.001)。学习效果与基于文本的自主学习相当(T = 2.0103;PBonferroni = 0.095)。此外,好奇的学生在互动学习方法中比纯文本学习方法受益更多,学习成功率更高(T = -2.518;P = .019)。结论:将AR等新技术引入教学需要技术投资、更新课程和仔细应用学习范式。我们发现支持改进的动机(H1)和AR的基线有效性的一些证据(H2a)。虽然我们无法证实AR对视觉任务的整体影响(H2b),但我们注意到好奇心和视觉任务结果(H2c)之间的有趣互动,以及游戏设计如何影响学生对材料的感知(H2d)。由于磨耗,长期学习成果(H3)无法评估。基于ar的学习可能特别有利于好奇的学生,他们经常在大量文本的方法中挣扎。随着学生越来越习惯于简短、引人入胜的内容,教学方法也必须适应。临床试验:
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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