Mendez-Lopez Magdalena, Juan M Carmen, Molla Ramon, Fidalgo Camino
Department of Psychology and Sociology, Faculty of Social and Human Sciences, University of Zaragoza, Teruel, Spain.
Aragon Health Research Institute (IIS Aragón), University of Zaragoza, Zaragoza, Spain.
Anat Sci Educ. 2022 May;15(3):535-551. doi: 10.1002/ase.2089. Epub 2021 Jul 7.
Neuroanatomy is difficult for psychology students because of spatial visualization and the relationship among brain structures. Some technologies have been implemented to facilitate the learning of anatomy using three-dimensional (3D) visualization of anatomy contents. Augmented reality (AR) is a promising technology in this field. A mobile AR application to provide the visualization of morphological and functional information of the brain was developed. A sample of 67 students of neuropsychology completed tests for visuospatial ability, anatomical knowledge, learning goals, and experience with technologies. Subsequently, they performed a learning activity using one of the visualization methods considered: a 3D method using the AR application and a two-dimensional (2D) method using a textbook to color, followed by questions concerning their satisfaction and knowledge. After using the alternative method, the students expressed their preference. The two methods improved knowledge equally, but the 3D method obtained higher satisfaction scores and was more preferred by students. The 3D method was also more preferred by the students who used this method during the activity. After controlling for the method used in the activity, associations were found between the preference of the 3D method because of its usability and experience with technologies. These results found that the AR application was highly valued by students to learn and was as effective as the textbook for this purpose.
神经解剖学对于心理学专业的学生来说颇具难度,这是由于空间可视化以及大脑结构之间的关系所致。已经采用了一些技术来借助解剖学内容的三维(3D)可视化促进解剖学的学习。增强现实(AR)是该领域一项很有前景的技术。开发了一款移动AR应用程序,用于提供大脑形态和功能信息的可视化。67名神经心理学专业的学生参与了测试,内容包括视觉空间能力、解剖学知识、学习目标以及技术使用经验。随后,他们使用以下两种可视化方法之一进行了学习活动:一种是使用AR应用程序的3D方法,另一种是使用教科书上色的二维(2D)方法,之后回答有关他们的满意度和知识掌握情况的问题。在使用了另一种方法后,学生们表达了他们的偏好。两种方法对知识的提升效果相同,但3D方法获得了更高的满意度评分,并且更受学生青睐。在活动中使用3D方法的学生也更倾向于这种方法。在控制了活动中使用的方法后,发现由于3D方法的可用性以及技术使用经验,学生对其偏好之间存在关联。这些结果表明,AR应用程序在学习方面受到学生的高度重视,并且在此目的上与教科书同样有效。