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Moro, Christian – Anatomical Sciences Education, 2023
Of the many disruptive technologies being introduced within modern curricula, the metaverse, is of particular interest for its ability to transform the environment in which students learn. The modern metaverse refers to a computer-generated world which is networked, immersive, and allows users to interact with others by engaging a number of senses…
Descriptors: Simulated Environment, Computer Simulation, Electronic Learning, Anatomy
Paloma García-Robles; Irene Cortés-Pérez; Francisco Antonio Nieto-Escámez; Héctor García-López; Esteban Obrero-Gaitán; María Catalina Osuna-Pérez – Anatomical Sciences Education, 2024
The purpose of this review was to (1) analyze the effectiveness of immersive virtual reality (iVR) and augmented reality (AR) as teaching/learning resources (collectively called XR-technologies) for gaining anatomy knowledge compared to traditional approaches and (2) gauge students' perceptions of the usefulness of these technologies as learning…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Anatomy
Moro, Christian; Birt, James; Stromberga, Zane; Phelps, Charlotte; Clark, Justin; Glasziou, Paul; Scott, Anna Mae – Anatomical Sciences Education, 2021
Virtual and augmented reality have seen increasing employment for teaching within medical and health sciences programs. For disciplines such as physiology and anatomy, these technologies may disrupt the traditional modes of teaching and content delivery. The objective of this systematic review and meta-analysis is to evaluate the impact of virtual…
Descriptors: Medical Students, Health Sciences, College Students, Physiology
Sarah J. Anderson; Heather A. Jamniczky; Olave E. Krigolson; Sylvain P. Coderre; Kent G. Hecker – npj Science of Learning, 2019
Advances in computer visualization enabling both 2D and 3D representation have generated tools to aid perception of spatial relationships and provide a new forum for instructional design. A key knowledge gap is the lack of understanding of how the brain neurobiologically processes and learns from spatially presented content, and new quantitative…
Descriptors: Anatomy, Medicine, Brain, Neurology
Moro, Christian; Phelps, Charlotte; Redmond, Petrea; Stromberga, Zane – British Journal of Educational Technology, 2021
Due to increasing demands in the amount of content to be learned within a medical and health sciences curriculum, there are benefits towards exploring options for new and effective delivery modes. Augmented reality technology has the potential to enhance learning in physiology and anatomy, where students require a three-dimensional knowledge of…
Descriptors: Allied Health Occupations Education, Health Sciences, Medical Education, Computer Simulation
Moro, Christian; Štromberga, Zane; Raikos, Athanasios; Stirling, Allan – Anatomical Sciences Education, 2017
Although cadavers constitute the gold standard for teaching anatomy to medical and health science students, there are substantial financial, ethical, and supervisory constraints on their use. In addition, although anatomy remains one of the fundamental areas of medical education, universities have decreased the hours allocated to teaching gross…
Descriptors: Health Sciences, Anatomy, Science Instruction, Human Body
Puzziferro, Maria; McGee, Elisabeth – Online Journal of Distance Learning Administration, 2021
The COVID-19 pandemic has led to an unprecedented shift in how health science education is delivered (Sandars et al., 2020). With face-to-face learning, such as lab and classroom interactions, largely unavailable during the pandemic, institutions have been required to quickly shift the learning environment to a fully virtual format. While…
Descriptors: COVID-19, Pandemics, Health Sciences, Laboratories
Moro, Christian; Stromberga, Zane; Stirling, Allan – Australasian Journal of Educational Technology, 2017
Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation