Integrating Virtual Reality Game-Based Learning to Enhance Metacognition in Medical Anatomy Education.

IF 2.3 4区 医学 Q1 ANATOMY & MORPHOLOGY
Clinical Anatomy Pub Date : 2025-08-09 DOI:10.1002/ca.70019
Andres Neyem, Matías Cadile, Sebastián A Burgos-Martínez, Macarena Soto Alvarado, Emilio Farfán Cabello, Oscar Inzunza, R Shane Tubbs, Nicolás E Ottone
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Abstract

Medical anatomy education has traditionally relied on lectures, hands-on prosection, and textbooks, with recent enhancements through digital materials. This study investigates the integration of virtual reality (VR) technology in anatomy education and its impact on student engagement, metacognitive development, and learning outcomes. Through two experimental cycles with first-year medical students, the VR application was evaluated across key usability dimensions, including engagement, engrossment, and total immersion, alongside its contribution to fostering metacognitive strategies through metacognitive dimensions. Results demonstrated high levels of student engagement, with 3D anatomical structures emerging as the most valued feature. The usability evaluations indicated the platform's intuitive design; although some technical barriers highlighted the need for improved onboarding and tutorials. Emotional attachment to the application was significant, whereas the focus of attention and presence demonstrated areas for growth, requiring more dynamic and interactive content. The findings emphasize the potential of VR to complement traditional anatomy education by providing immersive and interactive learning experiences. However, challenges such as limited content depth, the need for collaborative features, and better alignment with curricular objectives were identified. Future work should prioritize expanding the range of 3D anatomical structures, integrating personalized feedback through advanced analytics, and reducing technological barriers to accessibility. By addressing these areas, VR technology can serve as a transformative tool in medical education, bridging the gap between theoretical knowledge and practical application while equipping students with the skills and strategies necessary for their professional development.

整合虚拟实境游戏学习强化医学解剖学教学中的元认知。
医学解剖学教育传统上依赖于讲座、实践检阅和教科书,最近通过数字材料得到了改进。本研究探讨了虚拟现实(VR)技术在解剖学教育中的整合及其对学生参与、元认知发展和学习成果的影响。通过对一年级医学生的两个实验周期,VR应用程序在关键可用性维度上进行了评估,包括参与度、专注度和完全沉浸感,以及它通过元认知维度对培养元认知策略的贡献。结果显示,学生的参与度很高,3D解剖结构成为最受重视的特征。可用性评价表明该平台设计直观;尽管一些技术障碍突出了改进入门和教程的必要性。对应用程序的情感依恋是重要的,而注意力的焦点和存在表明了增长的领域,需要更多的动态和交互式内容。研究结果强调了VR通过提供身临其境的互动学习体验来补充传统解剖学教育的潜力。然而,我们发现了一些挑战,如有限的内容深度、对协作特性的需求以及与课程目标更好地结合。未来的工作应优先考虑扩大3D解剖结构的范围,通过高级分析整合个性化反馈,并减少可访问性的技术障碍。通过解决这些问题,虚拟现实技术可以成为医学教育的变革性工具,弥合理论知识与实际应用之间的差距,同时为学生提供专业发展所需的技能和策略。
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来源期刊
Clinical Anatomy
Clinical Anatomy 医学-解剖学与形态学
CiteScore
5.50
自引率
12.50%
发文量
154
审稿时长
3 months
期刊介绍: Clinical Anatomy is the Official Journal of the American Association of Clinical Anatomists and the British Association of Clinical Anatomists. The goal of Clinical Anatomy is to provide a medium for the exchange of current information between anatomists and clinicians. This journal embraces anatomy in all its aspects as applied to medical practice. Furthermore, the journal assists physicians and other health care providers in keeping abreast of new methodologies for patient management and informs educators of new developments in clinical anatomy and teaching techniques. Clinical Anatomy publishes original and review articles of scientific, clinical, and educational interest. Papers covering the application of anatomic principles to the solution of clinical problems and/or the application of clinical observations to expand anatomic knowledge are welcomed.
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