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Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study
Creating engaging learning experiences that are easy to use and support the different learning requirements of university students is challenging. However, improvements in simulation technologies, such as augmented reality (AR) and virtual reality (VR), are making such changes possible. The aim of t...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7560130/ https://www.ncbi.nlm.nih.gov/pubmed/32708150 http://dx.doi.org/10.3390/pharmacy8030122 |
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author | Salem, Saad Cooper, Joyce Schneider, Jennifer Croft, Hayley Munro, Irene |
author_facet | Salem, Saad Cooper, Joyce Schneider, Jennifer Croft, Hayley Munro, Irene |
author_sort | Salem, Saad |
collection | PubMed |
description | Creating engaging learning experiences that are easy to use and support the different learning requirements of university students is challenging. However, improvements in simulation technologies, such as augmented reality (AR) and virtual reality (VR), are making such changes possible. The aim of this study is to use a mobile-based AR technology to develop an interactive learning module about contraceptive devices and medicines and to measure its acceptability and usability by undergraduate pharmacy students. The learning module comprising AR images of contraceptive medicines, case studies relating to their use and a series of directed questions was completed by 33 pharmacy students. Students answered a survey to collect information about the usability and acceptability of AR for learning. The results show that the majority of students reported that AR is a useful resource for learning about medicines compared to more traditional methods, such as didactic lectures and tutorials. Students indicated that the AR application was easy to use and improved their knowledge of medicines. These findings suggest that AR technology is a useful tool to create engaging and easy to use learning experiences for university students. |
format | Online Article Text |
id | pubmed-7560130 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-75601302020-10-22 Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study Salem, Saad Cooper, Joyce Schneider, Jennifer Croft, Hayley Munro, Irene Pharmacy (Basel) Article Creating engaging learning experiences that are easy to use and support the different learning requirements of university students is challenging. However, improvements in simulation technologies, such as augmented reality (AR) and virtual reality (VR), are making such changes possible. The aim of this study is to use a mobile-based AR technology to develop an interactive learning module about contraceptive devices and medicines and to measure its acceptability and usability by undergraduate pharmacy students. The learning module comprising AR images of contraceptive medicines, case studies relating to their use and a series of directed questions was completed by 33 pharmacy students. Students answered a survey to collect information about the usability and acceptability of AR for learning. The results show that the majority of students reported that AR is a useful resource for learning about medicines compared to more traditional methods, such as didactic lectures and tutorials. Students indicated that the AR application was easy to use and improved their knowledge of medicines. These findings suggest that AR technology is a useful tool to create engaging and easy to use learning experiences for university students. MDPI 2020-07-21 /pmc/articles/PMC7560130/ /pubmed/32708150 http://dx.doi.org/10.3390/pharmacy8030122 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Salem, Saad Cooper, Joyce Schneider, Jennifer Croft, Hayley Munro, Irene Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study |
title | Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study |
title_full | Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study |
title_fullStr | Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study |
title_full_unstemmed | Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study |
title_short | Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study |
title_sort | student acceptance of using augmented reality applications for learning in pharmacy: a pilot study |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7560130/ https://www.ncbi.nlm.nih.gov/pubmed/32708150 http://dx.doi.org/10.3390/pharmacy8030122 |
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