Grübel Jascha, Chatain Julia, Schmid Claudio, Fayolle Violaine, Zünd Fabio, Gruber Reinhard, Stadlinger Bernd
Laboratory for Geo-Information Science and Remote Sensing, Department of Environmental Sciences, Wageningen University, Droevendaalsesteeg 4, Wageningen, 6708 PB, The Netherlands, +41 44 632 51 54.
Center for Sustainable Future Mobility, Department of Mechanical and Process Engineering & Department of Civil, Environmental and Geomatic Engineering, ETH Zurich, Zürich, Switzerland.
JMIR Serious Games. 2025 Jun 16;13:e64751. doi: 10.2196/64751.
BACKGROUND: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR. OBJECTIVE: We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2), and long-term retention (H3). METHODS: An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants). Learning outcomes on "Osteoclasts" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, 1 week later, and 1 month later, via web-based surveys. RESULTS: The AR serious game elicited strong interest in the topic (perceived relevance in Attention, Relevance, Confidence, and Satisfaction [ARCS], W=10,417; P<.001) and motivated students by increasing self-efficacy (confidence in ARCS, W=11,882.5; P=.02) and satisfaction (in ARCS, W=4561; P<.001). The learning outcomes were comparable to text-based self-learning (t=2.0103; PBonferroni=.095). Furthermore, curious students benefited more from interactive learning methods compared with text-only methods and had higher learning success (t=-2.518; P=.02). CONCLUSIONS: Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we could not confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design influences student perception of the material (H2d). Due to attrition, long-term learning outcomes (H3) could not be assessed. AR-based learning may particularly benefit curious students, who often struggle with text-heavy methods. As students are increasingly accustomed to brief, engaging content, teaching approaches must adapt.
背景:可视化技术通过将数字内容与现实世界环境相融合,正在增强交互式学习,在医学教育等领域通过增强现实(AR)提供沉浸式体验。AR在医学和牙科教育中越来越多地被用于改善学生学习,特别是在理解诸如骨重塑等复杂概念方面。由AR支持的主动学习策略可提高学生自主性、减轻认知负荷并改善各学科的学习成果。AR在高等教育中越来越受欢迎,因为它增强了主动学习、减轻了认知负荷并改善了认知、元认知和情感成果,特别是在医学和护理教育中。沉浸式AR在增强对复杂生理过程的理解方面的有效性仍不明确,缺乏关于其影响以及如何有效地将学术内容转化为AR的严谨研究。 目的:我们通过一款与现代口腔细胞图谱一起发布的先进AR游戏,评估AR增强内容用于学习医学知识的能力。为了评估用于学习的AR增强内容,我们针对对学习的总体影响(假设1)、学习的具体改进(假设2)和长期记忆(假设3)提出了假设。 方法:开发了一款AR严肃游戏来展示破骨细胞的当前知识以供课堂使用。该游戏在一项非盲面对面小品实验(39名参与者)中进行了评估。比较了AR游戏组(17名参与者)和仅使用教科书组(20名参与者)在“破骨细胞”方面的学习成果,两组传达相同内容。参与者被随机分配,并在实验结束后立即、1周后和1个月后通过网络调查在三个时间点测量学习成功率。 结果:AR严肃游戏引起了对该主题的浓厚兴趣(在注意力、相关性、信心和满意度[ARCS]方面的感知相关性,W = 10417;P <.001),并通过提高自我效能感(ARCS中的信心,W = 11882.5;P =.02)和满意度(ARCS中的满意度,W = 4561;P <.001)激励了学生。学习成果与基于文本的自主学习相当(t = 2.0103;PBonferroni =.095)。此外,好奇的学生与仅使用文本的方法相比,从交互式学习方法中受益更多,并且学习成功率更高(t = -2.518;P =.02)。 结论:将AR等新技术引入教学需要技术投资、更新课程以及谨慎应用学习范式。我们发现对动机改善(假设1)有支持,并且有一些证据表明AR的基线有效性(假设2a)。虽然我们无法确认AR对整体视觉任务的影响(假设2b),但我们注意到好奇心与视觉任务结果之间有趣的相互作用(假设2c),以及游戏设计如何影响学生对材料的感知(假设2d)。由于人员流失,无法评估长期学习成果(假设3)。基于AR的学习可能特别有利于好奇的学生,他们通常在文本繁重的方法中挣扎。随着学生越来越习惯简短、引人入胜的内容,教学方法必须适应。
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