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The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study

BACKGROUND: Anatomy is one of the core subjects in medical education. Students spend considerable time and effort on learning the requisite anatomy knowledge. This study explored the effect of a multiple-player virtual reality (VR) gaming system on anatomy learning. METHODS: 18 participants were ran...

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Autores principales: Du, Yi-Chun, Fan, Shih-Chen, Yang, Li-Cheng
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7574468/
https://www.ncbi.nlm.nih.gov/pubmed/33081774
http://dx.doi.org/10.1186/s12909-020-02155-9
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author Du, Yi-Chun
Fan, Shih-Chen
Yang, Li-Cheng
author_facet Du, Yi-Chun
Fan, Shih-Chen
Yang, Li-Cheng
author_sort Du, Yi-Chun
collection PubMed
description BACKGROUND: Anatomy is one of the core subjects in medical education. Students spend considerable time and effort on learning the requisite anatomy knowledge. This study explored the effect of a multiple-player virtual reality (VR) gaming system on anatomy learning. METHODS: 18 participants were randomly assigned into 3 learning conditions: (1) a textbook reading control group (CG), (2) a single-player VR (SP) group; and (3) a multiple-player VR (MP) group. The participants studied anatomy for 5 days, and completed a multiple-choice test on Days 1, 5, and 12. In the VR environment, the participants used handheld controllers to move the simulated tissues. The mission of the game was to complete puzzles of a human body. The SP and MP groups filled out a motivation inventory on Day 5. The scores on the multiple-choice test, the correct assembly rates, and the motivation inventory scores were analyzed using the 2-way ANOVA or independent t-test to compare group differences. RESULTS: There was a significant interaction effect of group and timepoint (p = 0.003) in the multiple-choice test. In the CG, the scores on Day 1, Day 5, and Day 12 were significantly different (p < 0.001). The scores on Day 5 were significantly higher than those on Day 1 (p < 0.001). Although the scores declined slightly on Day 12, they were still significantly higher than those on Day 1 (p < 0.001). The SP and MP groups had similar results (p < 0.001, p < 0.001). The differences between the groups were only significant on Day 12 (p = 0.003), not Day 5 (p = 0.06). On Day 12, the scores of the MP group were higher than those of the CG (p = 0.002). The SP group and MP group had high scores on the interest, competence, and importance subscales of the motivation inventory. Both VR groups considered the system to be fun and beneficial to their learning. However, the MP group reported higher stress levels than the SP group. CONCLUSION: The results indicated that the proposed VR learning system had a positive impact on the anatomy learning. Although the between-player competition caused higher stress levels for the VR groups, the stress could have been a mediator of their learning outcomes. TRIAL REGISTRATION: ETRD, ETRD-D-19-00573. Registered 20 December 2018, http://www.edah.org.tw/irb/index.htm
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spelling pubmed-75744682020-10-20 The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study Du, Yi-Chun Fan, Shih-Chen Yang, Li-Cheng BMC Med Educ Research Article BACKGROUND: Anatomy is one of the core subjects in medical education. Students spend considerable time and effort on learning the requisite anatomy knowledge. This study explored the effect of a multiple-player virtual reality (VR) gaming system on anatomy learning. METHODS: 18 participants were randomly assigned into 3 learning conditions: (1) a textbook reading control group (CG), (2) a single-player VR (SP) group; and (3) a multiple-player VR (MP) group. The participants studied anatomy for 5 days, and completed a multiple-choice test on Days 1, 5, and 12. In the VR environment, the participants used handheld controllers to move the simulated tissues. The mission of the game was to complete puzzles of a human body. The SP and MP groups filled out a motivation inventory on Day 5. The scores on the multiple-choice test, the correct assembly rates, and the motivation inventory scores were analyzed using the 2-way ANOVA or independent t-test to compare group differences. RESULTS: There was a significant interaction effect of group and timepoint (p = 0.003) in the multiple-choice test. In the CG, the scores on Day 1, Day 5, and Day 12 were significantly different (p < 0.001). The scores on Day 5 were significantly higher than those on Day 1 (p < 0.001). Although the scores declined slightly on Day 12, they were still significantly higher than those on Day 1 (p < 0.001). The SP and MP groups had similar results (p < 0.001, p < 0.001). The differences between the groups were only significant on Day 12 (p = 0.003), not Day 5 (p = 0.06). On Day 12, the scores of the MP group were higher than those of the CG (p = 0.002). The SP group and MP group had high scores on the interest, competence, and importance subscales of the motivation inventory. Both VR groups considered the system to be fun and beneficial to their learning. However, the MP group reported higher stress levels than the SP group. CONCLUSION: The results indicated that the proposed VR learning system had a positive impact on the anatomy learning. Although the between-player competition caused higher stress levels for the VR groups, the stress could have been a mediator of their learning outcomes. TRIAL REGISTRATION: ETRD, ETRD-D-19-00573. Registered 20 December 2018, http://www.edah.org.tw/irb/index.htm BioMed Central 2020-10-05 /pmc/articles/PMC7574468/ /pubmed/33081774 http://dx.doi.org/10.1186/s12909-020-02155-9 Text en © The Author(s) 2020 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research Article
Du, Yi-Chun
Fan, Shih-Chen
Yang, Li-Cheng
The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
title The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
title_full The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
title_fullStr The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
title_full_unstemmed The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
title_short The impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
title_sort impact of multi-person virtual reality competitive learning on anatomy education: a randomized controlled study
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7574468/
https://www.ncbi.nlm.nih.gov/pubmed/33081774
http://dx.doi.org/10.1186/s12909-020-02155-9
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