| Literature DB >> 33954071 |
Vivian Chan1, Nathaniel D Larson1, David A Moody2, David G Moyer2, Neeral L Shah3.
Abstract
Medical education is constantly evolving, especially as students were forced to study from home during the coronavirus disease 2019 (COVID-19) pandemic, and new technologies have driven the rapid development of supplemental online educational resources. In this study, we examine if 360° videos can promote increased engagement over standard two-dimensional (2D) videos among medical students learning anatomy. We enrolled 39 fourth-year medical students to watch two four-minute videos of anatomy lab exercises in a 360° three-dimensional format using an immersive headset or in a 2D format on a laptop computer. Every two minutes, students were asked to rate their engagement from 0-100. Following the videos, they reported their degree of agreement with 14 statements related to engagement, practicality, and interest in the technology. While watching the videos, the average engagement reported by the 360° video group was higher at each time point than the engagement reported by the two-dimensional group. Further, the engagement remained high in the 360° group through the six- and eight-minute timepoints. In the post-video survey, the 360° group reported a statistically significantly higher average engagement in seven of eight measures on the assessment. A 360° video was rated as more practical and interesting than a two-dimensional video. No significant difference existed in the perceived ease of learning. Overall, the use of 360° video may improve engagement for short videos used in medical education. However, developing a better understanding of its impact on learning outcomes will be critical for determining the overall value and effectiveness of this tool.Entities:
Keywords: 360 video; anatomy; engagement; medical education; online learning; technology; virtual reality
Year: 2021 PMID: 33954071 PMCID: PMC8088777 DOI: 10.7759/cureus.14260
Source DB: PubMed Journal: Cureus ISSN: 2168-8184
2D and 360° video mean engagement scores between two to eight minutes
| 2D Video | 360 Video | ||||||
| Time (min) | N | Mean | SD | N | Mean | SD | p-values |
| 2 | 19 | 79.3 | 12.2 | 20 | 84.3 | 11.2 | 0.1479 |
| 4 | 19 | 74.6 | 13.9 | 20 | 82.0 | 11.5 | 0.0728 |
| 6 | 19 | 66.5 | 14.4 | 20 | 88.7 | 8.3 | <0.0001 |
| 8 | 19 | 58.0 | 19.1 | 20 | 87.1 | 9.9 | <0.0001 |
Figure 12D vs. 360° video engagement scores from two to eight minutes in playback
Mean level of agreement with post-video survey statements among 2D and 360° video users
Participants were asked to give a score from 0-100 based on how much they agreed with each of 14 statements (summarized in parentheses) with the score of 0 being in complete disagreement and the score of 100 being in complete agreement. Numbers displayed are the means for each question for each group. Comparisons were made with the Wilcoxon test. For the full list of questions, see the Appendix.
| 2D | 360° | p-value | 2D | 360° | p-value | ||
| Q1 (“compelling”) | 71 | 86 | 0.002 | Q8 (“enjoyed”) | 55 | 94 | <0.001 |
| Q2 (“felt involved”) | 29 | 80 | <0.001 | Q9 (“mind wandered”) | 63 | 46 | 0.160 |
| Q3 (“stimulated”) | 40 | 84 | <0.001 | Q10 (“can use the tech”) | 100 | 85 | <0.001 |
| Q4 (“honed in”) | 27 | 76 | <0.001 | Q11 (“practical”) | 53 | 77 | 0.007 |
| Q5 (“lost sense of time”) | 31 | 74 | <0.001 | Q12 (“exciting - tech”) | 38 | 91 | <0.001 |
| Q6 (“exciting - videos”) | 27 | 90 | <0.001 | Q13 (“easy to learn”) | 73 | 86 | 0.450 |
| Q7 (“easy to use”) | 99 | 95 | 0.024 | Q14 (“more interesting”) | 57 | 94 | <0.001 |