| Literature DB >> 33129310 |
Shi Chen1,2, Jiawei Zhu3, Cheng Cheng3, Zhouxian Pan3, Lingshan Liu3, Jianhua Du3, Xinhua Shen4, Zhen Shen5, Huijuan Zhu1, Jihai Liu2,6, Hua Yang2,7, Chao Ma4, Hui Pan8,9.
Abstract
BACKGROUND: Realistic, portable, and scalable lectures, cadaveric models, 2D atlases and computer simulations are being combined more frequently for teaching anatomy, which result in major increases in user satisfaction. However, although digital simulations may be more portable, interesting, or motivating than traditional teaching tools, whether they are superior in terms of student learning remain unclear. This paper presents a study in which the educational effectiveness of a virtual reality (VR) skull model is compared with that of cadaveric skulls and atlases. The aim of this study was to compare the results of teaching with VR to results of teaching with traditional teaching methods by administering objective questionnaires and perception surveys.Entities:
Keywords: Anatomy; Medical education; Virtual reality
Mesh:
Year: 2020 PMID: 33129310 PMCID: PMC7603711 DOI: 10.1186/s12909-020-02255-6
Source DB: PubMed Journal: BMC Med Educ ISSN: 1472-6920 Impact factor: 2.463
Fig. 1Photos of the cadaveric skull and skull VLR. a From left to right, the cadaveric skull is shown in the frontal, right, superior and inferior views. b From left to right, the skull VLR is shown in the frontal, right, superior and inferior views
Fig. 2Photos of the simulation classroom and the skull VLR. a The entire classroom, in which a skull is placed on a table in the front of the classroom, the other skull is placed on a table in the middle of the classroom, and pictures of the human skeleton are placed in front of the window. b The skull VLR and projection screen. c The frontal bone separated from the entire skull. d All the bones separated, with the bright white ball representing the center of the original skull
Fig. 3Flowchart of the study design
Demographic information in the three groups. aChi-square test. bANOVA. cKruskal-Walis H. dFisher’s Exact test
| VR skulls | Cadaveric skulls | Atlas | ||
|---|---|---|---|---|
| Gender [n (%)] | ||||
| Male | 9 (36%) | 13 (52%) | 12 (52.17%) | 0.425a |
| Female | 16 (64%) | 12 (48%) | 11 (47.83%) | |
| Age (Median [IQR]) | 21.22 ± 0.69 | 21.15 ± 0.54 | 21.19 ± 0.78 | 0.948b |
| Previous GPA (Median [IQR]) | 3.28 [3.14–3.43] | 3.30 [3.06–3.47] | 3.23 [3.21–3.40] | 0.780c |
| VR headset experience [n (%)] | 9 (36%) | 7 (28%) | 7 (30.43%) | 0.823a |
| Video game experience [n (%)] | ||||
| Always | 2 (8%) | 0 (0%) | 1 (4.35%) | 0.696d |
| Occasionally | 4 (16%) | 4 (16%) | 2 (8.70%) | |
| Rarely | 19 (76%) | 21 (84%) | 20 (86.95%) | |
Pre- and post-intervention tests score in the three groups. Full scores of theory test, identification test, and total score were 18, 25, and 43 points, respectively. The median and quartiles of the total scores were not simply equal to the sum of the theory score and the identification score. cKruskal-Walis H
| VR skulls | Cadaveric skulls | Atlas | ||
|---|---|---|---|---|
| Pre-intervention score (Median [IQR]) | ||||
| Total | 9 [6.5–13] | 8 [7–11] | 10 [7–14] | 0.634c |
| Theory test | 7 [5–9] | 7 [5–9] | 7 [6–10] | 0.667c |
| Identification test | 3 [1.5–4.5] | 2 [0.5–3] | 2 [1–5] | 0.176c |
| Post-intervention score (Median [IQR]) | ||||
| Total | 30 [22–33.5] | 26 [20–31.5] | 28 [20–33] | 0.571c |
| Theory test | 15 [12.5–16] | 14 [12.5–15.5] | 14 [11–16] | 0.824c |
| Identification test | 15 [10–18] | 12 [8–15.5] | 13 [8–18] | 0.511c |
| Change in score (Median [IQR]) | ||||
| Total | 18 [14.5–21.5] | 18 [12.5–21.5] | 16 [10–20] | 0.317c |
| Theory test | 7 [5–9] | 7 [4.5–10] | 6 [3–8] | 0.524c |
| Identification test | 12 [8–12] | 9 [7.5–13.5[ | 9 [7–13] | 0.278c |
Fig. 4Comparison across the three groups in the post-intervention test scores and changes in scores. There were no statistically significant differences across the three groups in the post-intervention test scores and changes in scores
Results of perception survey in the three groups. Full score of perception survey is 35. cKruskal-Walis H. *p < 0.05
| VR skulls | Cadaveric skulls | Atlas | |||
|---|---|---|---|---|---|
| Enjoyment | Enjoyable | 4 [3–5] | 4 [3–5] | 2 [1–3] | < 0.001c,* |
| Interest | 4 [3–5] | 3 [3–4.5] | 2 [1–3] | < 0.001c,* | |
| Authenticity | 3 [2.5–4] | 3 [3–4] | 2 [1–3] | 0.001c,* | |
| Learning Efficiency | Memorize | 3 [2–4] | 3 [3–4] | 2 [1–4] | 0.029c,* |
| Spatial | 4 [4–5] | 4 [3–4.5] | 1 [1–3] | < 0.001c,* | |
| Attitude | 3 [2–3] | 3 [2–4] | 1 [1–2] | < 0.001c,* | |
| Intention to use | 3 [2–4] | 4 [2.5–4] | 1 [1–2] | < 0.001c,* | |
| Total | 26 [19–30] | 25 [19.5–29.5] | 12 [9–20] | < 0.001c,* |