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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...

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Detalles Bibliográficos
Autores principales: Salem, Saad, Cooper, Joyce, Schneider, Jennifer, Croft, Hayley, Munro, Irene
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
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.
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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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