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Virtual Dissection: An Interactive Anatomy Learning Tool.

Bruce Wainman1,2, Akanksha Aggarwal3, Sapriya K Birk4

  • 1Department of Pathology and Molecular Medicine, Faculty of Health Sciences, McMaster University, Hamilton, Ontario, Canada.

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|November 13, 2020
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Summary
This summary is machine-generated.

Virtual reality (VR) may hinder anatomy learning for students with low visuospatial ability, unlike physical models. VR familiarization did not improve learning outcomes in this study.

Keywords:
dissector modelfabric modelfamiliarizationfemale pelvisgross anatomy educationhealth professions educationmedical educationvirtual realityvisuospatial ability

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Area of Science:

  • Medical Education
  • Anatomy Learning
  • Educational Technology

Background:

  • Three-dimensional visualization technology (3DVT), including virtual reality (VR), is increasingly adopted by educational institutions.
  • Existing literature suggests 3DVT benefits learners with lower visuospatial abilities.

Purpose of the Study:

  • To compare the impact of VR and physical models on anatomy learning.
  • To investigate the role of visuospatial ability in anatomy learning using VR and physical models.
  • To assess the effect of a VR familiarization phase on learning outcomes.

Main Methods:

  • A within-subjects, crossover study involving 78 undergraduate students.
  • Participants learned anatomical structures using both physical and VR models.
  • Knowledge assessments were conducted immediately and 48 hours post-learning.

Main Results:

  • No significant differences in test scores between VR and physical models overall.
  • Students with low visuospatial ability performed significantly worse with VR compared to high visuospatial ability learners.
  • Both low and high visuospatial ability groups performed similarly with physical models.

Conclusions:

  • Virtual reality may be detrimental to anatomy learning for students with low visuospatial ability.
  • Physical models appear to facilitate equitable anatomy learning across varying visuospatial abilities.
  • A VR familiarization phase did not significantly impact learning performance.