Effects of Immersive VR, Non-Immersive VR, and 3D-Printed Models on Anatomy Learning and Cognitive Load
The Effect of Immersive Virtual Reality, Non-Immersive Virtual Reality, and 3D-Printed Models on Learning Performance and Cognitive Load in Anatomy Education
Interactions with virtual content can enhance the creation and retention of knowledge. While some studies have found that learning methods involving the body-such as tactile manipulation-can lead to deeper understanding and higher achievement scores, other studies suggest that highly embodied tasks may limit the effectiveness of education by placing excessive cognitive or physical demands on learners. This study aims to compare the effects of different forms of visual representation and interaction (2D, digital 3D, physical 3D) on learning performance, presence, embodiment, and cognitive load among college students.
調査の概要
状態
条件
研究の種類
入学 (推定)
段階
- 適用できない
連絡先と場所
研究連絡先
- 名前:Enes Tayyip Benli, phd
- 電話番号:+905436414731
- メール:enestayyipbenli@gmail.com
研究場所
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Merkez
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Bolu、Merkez、トルコ(Türkiye)、14100
- 募集
- Faculty of Health Sciences Bolu Abant Izzet Baysal University
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コンタクト:
- Ramazan Kurul, Ph.D
- 電話番号:+905436414731
- メール:ramazankurul2@hotmail.com
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主任研究者:
- Ramazan Kurul, Ph.D
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参加基準
適格基準
就学可能な年齢
健康ボランティアの受け入れ
受講資格のある性別
説明
Inclusion Criteria:
- Willing to participate
- Titmus stereopsis score >40 arc/s
Exclusion Criteria:
- Previous experience of bone models either in real world or virtual reality
- History of upper extremity trauma in past 6 months
- Total or partial eye sight lost
- History of photosensitive epilepsy or visually triggered seizures
- Active vestibular disorders or a history of severe VR-induced motion sickness that could interfere with participation
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:他の
- 割り当て:ランダム化
- 介入モデル:並列代入
- マスキング:独身
武器と介入
参加者グループ / アーム |
介入・治療 |
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実験的:Immersive Virtual Reality
Following the theoretical lecture, participants in this group will receive anatomy training in an immersive virtual reality environment using a head-mounted display. They will actively manipulate, rotate, and examine the 3D models of the carpal bones, L2 vertebra, and sacrum to explore their anatomical structures. |
All participants in the three groups will receive a 60-minute theoretical lecture on the anatomy of the carpal bones, L2 vertebra, and sacrum, supported by slides containing two-dimensional anatomical illustrations.Following the theoretical lecture, parti |
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実験的:Non-Immersive Virtual Reality
Following the theoretical lecture, participants in this group will receive anatomy training in a non-immersive virtual reality environment using the same anatomy software as the immersive VR group, with the virtual environment displayed on a wall through a projector instead of a head-mounted display. They will directly manipulate, rotate, and examine the same 3D models of the carpal bones, L2 vertebra, and sacrum to explore their anatomical structures. |
All participants in the three groups will receive a 60-minute theoretical lecture on the anatomy of the carpal bones, L2 vertebra, and sacrum, supported by slides containing two-dimensional anatomical illustrations. Following the theoretical lecture, participants in the non-immersive virtual reality group will use the same anatomy education application as the immersive VR group, with the virtual environment displayed on a wall using a short-throw projector. Participants will examine the anatomical structures of the carpal bones, L2 vertebra, and sacrum through direct manipulation of the projected 3D models. |
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アクティブコンパレータ:3D printed model
Following the theoretical lecture, participants in this group will receive anatomy training using 3D-printed anatomical models produced from the same 3D files used in the virtual reality groups. They will directly handle, manipulate, rotate, and examine the physical models of the carpal bones, L2 vertebra, and sacrum to explore their anatomical structures through hands-on interaction. |
All participants in the three groups will receive a 60-minute theoretical lecture on the anatomy of the carpal bones, L2 vertebra, and sacrum, supported by slides containing two-dimensional anatomical illustrations. Following the lecture, participants in the 3D-printed anatomical model group will examine the prominent anatomical structures of these bones for 30 minutes through direct manipulation of three-dimensional physical models. |
この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
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Exam Scores
時間枠:Baseline, day 1, and 8 weeks later
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To assess students' baseline knowledge of anatomical terminology and general anatomy, a general knowledge test will be administered before the pre-test, and participants will be allocated to groups based on their test scores. Learning performance will be assessed using a 20-item multiple-choice test and a five-station Objective Structured Practical Examination (OSPE), administered before and after the intervention. The assessments will cover bony landmarks, anatomical relationships, important anatomical structures, attachment sites, and functions. |
Baseline, day 1, and 8 weeks later
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二次結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
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Cyber-Sickness Questionnaire in Virtual Reality
時間枠:Baseline, within 30 minutes after intervention
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Participants will be asked to assess post-session side effects using the Cyber-Sickness Questionnaire in Virtual Reality (CSQ-VR). The CSQ-VR is a 7-point Likert scale consisting of six questions that assess three types of cyber-sickness symptoms: Nausea, Vestibular, and Oculomotor. There are two questions for each symptom category. Participants rate the presence and intensity of each symptom on a scale ranging from "1 - none" to "7 - severe." The CSQ-VR provides a total score, which is the sum of the three subscores, with a maximum score of 42 (14 for each subscore). |
Baseline, within 30 minutes after intervention
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Cognitive Load Assessment
時間枠:within 30 minutes after intervention, 8 weeks later
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The Different Types of Cognitive Load Scale will be used to assess cognitive load. The scale consists of 10 items, each rated from 0 to 10. Lower scores indicate lower cognitive load, whereas higher scores indicate higher cognitive load. Each item is rated from 1 to 10, yielding a total score ranging from 10 to 100, with higher scores indicating greater reported cognitive load. |
within 30 minutes after intervention, 8 weeks later
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Instructional Materials Motivation Survey
時間枠:within 30 minutes after intervention
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The Instructional Materials Motivation Survey (IMMS) will be used to assess changes in students' motivation to learn associated with the instructional methods employed. The original questionnaire consists of 36 items and evaluates motivation across four subscales: attention, relevance, confidence, and satisfaction. Each item is rated on a five-point Likert scale, with total scores ranging from 36 to 180 for the original version and from 24 to 120 for the 24-item Turkish adaptation; higher scores indicate greater motivation. |
within 30 minutes after intervention
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Test Anxiety Inventory
時間枠:baseline, within 30 minutes after intervention
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The Test Anxiety Inventory (TAI) will be used to assess students' cognitive and emotional responses to examination-related anxiety. The inventory consists of 20 items rated on a four-point Likert scale and comprises two subscales: worry and emotionality. Total scores range from 20 to 80, with higher scores indicating greater test anxiety. |
baseline, within 30 minutes after intervention
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Assessment of the Sense of Realism and Enjoyment of the Application
時間枠:within 30 minutes after intervention
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Participants will complete a feedback questionnaire evaluating the learning instruments using a visual analogue scale ranging from 0 (not at all) to 10 (extremely). |
within 30 minutes after intervention
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MEC Spatial Presence Questionnaire
時間枠:within 30 minutes after intervention
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The MEC Spatial Presence Questionnaire (MEC-SPQ) will be used to assess participants' sense of spatial presence in virtual environments. The questionnaire consists of 64 items across eight subscales: Attention Allocation, Spatial Situation Model, Spatial Presence: Self-Location, Spatial Presence: Possible Actions, Higher Cognitive Involvement, Suspension of Disbelief, Domain-Specific Interest, and Visual Spatial Imagery. Each item is rated on a five-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree). The theoretical total score ranges from 64 to 320, while individual subscale scores range from 8 to 40. Higher scores on the spatial presence subscales indicate a stronger sense of presence in the virtual environment. |
within 30 minutes after intervention
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協力者と研究者
捜査官
- 主任研究者:ramazan kurul, phd、Abant Izzet Baysal University
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (推定)
研究の完了 (推定)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
個々の参加者データ (IPD) の計画
個々の参加者データ (IPD) を共有する予定はありますか?
IPD プランの説明
data of this study will be available after the publication of the study and will be usable upon citing the related article
IPD 共有時間枠
After the publication of the study
IPD 共有アクセス基準
upon citing the related article
IPD 共有サポート情報タイプ
- STUDY_PROTOCOL
- SAP
- ICF
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