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Effects of Immersive VR, Non-Immersive VR, and 3D-Printed Models on Anatomy Learning and Cognitive Load

2026년 11월 9일 업데이트: Ramazan KURUL, Abant Izzet Baysal University

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.

연구 개요

상태

모병

정황

개입 / 치료

연구 유형

중재적

등록 (추정된)

90

단계

  • 해당 없음

연락처 및 위치

이 섹션에서는 연구를 수행하는 사람들의 연락처 정보와 이 연구가 수행되는 장소에 대한 정보를 제공합니다.

연구 연락처

연구 장소

    • Merkez
      • Bolu, Merkez, 터키 (Türkiye), 14100
        • 모병
        • Faculty of Health Sciences Bolu Abant Izzet Baysal University
        • 연락하다:
        • 수석 연구원:
          • Ramazan Kurul, Ph.D

참여기준

연구원은 적격성 기준이라는 특정 설명에 맞는 사람을 찾습니다. 이러한 기준의 몇 가지 예는 개인의 일반적인 건강 상태 또는 이전 치료입니다.

자격 기준

공부할 수 있는 나이

18년 (성인)

건강한 자원 봉사자를 받아들입니다

예

연구 대상 성별

모두

설명

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

공부 계획

이 섹션에서는 연구 설계 방법과 연구가 측정하는 내용을 포함하여 연구 계획에 대한 세부 정보를 제공합니다.

연구는 어떻게 설계됩니까?

디자인 세부사항

  • 주 목적: 다른
  • 할당: 무작위
  • 중재 모델: 병렬 할당
  • 마스킹: 하나의

무기와 개입

참가자 그룹 / 팔
개입 / 치료
실험적: 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

실험적: 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.

활성 비교기: 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.

연구는 무엇을 측정합니까?

주요 결과 측정

결과 측정
측정값 설명
기간
Exam Scores
기간: Baseline, day 1, and 8 weeks later

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

2차 결과 측정

결과 측정
측정값 설명
기간
Cyber-Sickness Questionnaire in Virtual Reality
기간: Baseline, within 30 minutes after intervention

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
Cognitive Load Assessment
기간: within 30 minutes after intervention, 8 weeks later

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
Instructional Materials Motivation Survey
기간: within 30 minutes after intervention

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
Test Anxiety Inventory
기간: baseline, within 30 minutes after intervention

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
Assessment of the Sense of Realism and Enjoyment of the Application
기간: within 30 minutes after intervention

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
MEC Spatial Presence Questionnaire
기간: within 30 minutes after intervention

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

공동 작업자 및 조사자

여기에서 이 연구와 관련된 사람과 조직을 찾을 수 있습니다.

스폰서

수사관

  • 수석 연구원: ramazan kurul, phd, Abant Izzet Baysal University

연구 기록 날짜

이 날짜는 ClinicalTrials.gov에 대한 연구 기록 및 요약 결과 제출의 진행 상황을 추적합니다. 연구 기록 및 보고된 결과는 공개 웹사이트에 게시되기 전에 특정 품질 관리 기준을 충족하는지 확인하기 위해 국립 의학 도서관(NLM)에서 검토합니다.

연구 주요 날짜

연구 시작 (실제)

2026년 10월 1일

기본 완료 (추정된)

2027년 2월 1일

연구 완료 (추정된)

2027년 3월 1일

연구 등록 날짜

최초 제출

2026년 10월 13일

QC 기준을 충족하는 최초 제출

2026년 10월 20일

처음 게시됨 (실제)

2026년 10월 21일

연구 기록 업데이트

마지막 업데이트 게시됨 (실제)

2026년 11월 10일

QC 기준을 충족하는 마지막 업데이트 제출

2026년 11월 9일

마지막으로 확인됨

2026년 11월 1일

추가 정보

이 연구와 관련된 용어

키워드

추가 관련 MeSH 약관

기타 연구 ID 번호

  • AIBU-FTR-RK-14

개별 참가자 데이터(IPD) 계획

개별 참가자 데이터(IPD)를 공유할 계획입니까?

예

IPD 계획 설명

data of this study will be available after the publication of the study and will be usable upon citing the related article

IPD 공유 기간

After the publication of the study

IPD 공유 액세스 기준

upon citing the related article

IPD 공유 지원 정보 유형

  • 연구_프로토콜
  • 수액
  • ICF

약물 및 장치 정보, 연구 문서

미국 FDA 규제 의약품 연구

아니

미국 FDA 규제 기기 제품 연구

아니

이 정보는 변경 없이 clinicaltrials.gov 웹사이트에서 직접 가져온 것입니다. 귀하의 연구 세부 정보를 변경, 제거 또는 업데이트하도록 요청하는 경우 register@clinicaltrials.gov. 문의하십시오. 변경 사항이 clinicaltrials.gov에 구현되는 즉시 저희 웹사이트에도 자동으로 업데이트됩니다. .