| Literature DB >> 30560134 |
Dirk Weyhe1, Verena Uslar1, Felix Weyhe2, Maximilian Kaluschke3, Gabriel Zachmann3.
Abstract
We developed a prototype of a virtual, immersive, and interactive anatomy atlas for surgical anatomical training. The aim of this study was to test the usability of the VR anatomy atlas and to measure differences in knowledge acquirement between an immersive content delivery medium and conventional learning (OB). Twenty-eight students of the 11th grade of two german high schools randomly divided into two groups. One group used conventional anatomy books and charts whereas the other group used the VR Anatomy Atlas to answer nine anatomy questions. Error rate, duration for answering the individual questions, satisfaction with the teaching unit, and existence of a medical career wish were evaluated as a function of the learning method. The error rate was the same for both schools and between both teaching aids (VR: 34.2%; OB: 34.1%). The answering speed for correctly answered questions in the OB group was approx. twice as high as for the VR group (mean value OB: 98 s, range: 2-410 s; VR: 50 s, 1-290 s). There was a significant difference between the students of the two schools based on a longer processing time in the OB condition in School B (mean OB in School A: 158 s; OB in School B: 77 s). The subjective survey on the learning methods showed a significantly better satisfaction for VR (p = 0.012). Medical career aspirations have been strengthened with VR, while interest of the OB group in such a career tended to decline. The immersive anatomy atlas helped to actively and intuitively perform targeted actions that led to correct answers in a shorter amount of time, even without prior knowledge of VR and anatomy. With the OB method, orientation difficulties and/or the technical effort in the handling of the topographical anatomy atlas seem to lead to a significantly longer response time, especially if the students are not specially trained in literature research in books or texts. This seems to indicate that the VR environment in the sense of constructivist learning might be a more intuitive and effective way to acquire knowledge than from books.Entities:
Keywords: constructivist learning; immersive and interactive anatomy atlas; medical curriculum; virtual dissection; virtual reality
Year: 2018 PMID: 30560134 PMCID: PMC6284347 DOI: 10.3389/fsurg.2018.00073
Source DB: PubMed Journal: Front Surg ISSN: 2296-875X
Figure 1The amount of knowledge that can be retrieved depends on the teaching method. Learning pyramid based on the learning pyramid published by the NTL Institute for Applied Behavioral Science.
Figure 2A screenshot of our immersive anatomy atlas, showing a detailed human anatomy model.
Translated question catalog and correct answers.
| How many lobes does the right lung have? 2, 5, 6, 3, 4? | 3 |
| What is the structure between stomach and lungs look like? | Diaphragm |
| Name the annular muscle that surrounds the eye | Musculus orbicularis(oculi) |
| Name the Latin term of the kneecap | Patella |
| Name the nerve structure connecting the brain to the spinal cord | Medulla or brain stem |
| How many muscles are in direct contact with the femur? 13, 9, 6, 21, 27 | 13 |
| How many parts does the calf muscle consist of? | 3 |
| Where is the thyroid gland? In front of or behind the windpipe? | In front of |
| What is the right temporal muscle (in German: “Schläfenmuskel”) called in Latin? | Musculus temporalis |
| Sketch the Achilles tendon in proportion to the leg | Complete a schematic drawing |
Figure 3(A,B) Photos of the conduction of the study at school A.
Figure 4Error rate in percent depending on the question.
Figure 5Processing time for correctly answered questions depending on school affiliation and teaching conditions. The individual measured values and the average value per group are shown.
Figure 6Evaluation of the teaching unit using the German school grading system (1–6; with 6 as the lowest grade). Every point represents a participant's answer.
Figure 7Answers to the question about the desired career. Data per group (OB or VR) in percent of students surveyed.