Features of a Virtual Reality scenario for anatomy learning: A bibliographic review
Abstract
In recent years, virtual reality (VR) has received a great deal of attention due to its ability to sensory envelope and engage the user. This can be defined as 'The illusion of participating in a synthetic environment, rather than observing externally. VR is based on stereoscopic three-dimensional displays with head tracking, hand/body tracking, and binaural sound. VR is an immersive and multisensory experience'. It is postulated that VR could transform abstract and intangible learning into concrete and manipulable. This would be done through scaled and modifiable scenarios, especially involving anatomical structures that are difficult to learn and access when using cadaveric material. In addition, evidence shows that students are more motivated and have better perceptions when using VR in an educational context. Thus, implementing new proposals such as VR can become an efficient method in the teaching and learning process. The objective of this review is to identify how this virtual scenario should look to have a positive impact on anatomy learning. A search was carried out in three databases (ERIC, ISI: Web of Science and SCOPUS) for articles or reviews published in English or Spanish in any year. The research terms included the “impact on learning”, “virtual reality” and “anatomy”. Qualitative and quantitative, empirical or primary studies focused on the learning and/or impact of the use of VR in anatomy in higher education were included. Non-empirical or secondary studies, focused on another population, and those seeking the validation and/or construction of instruments were excluded. The findings were synthesized in two groups, virtual stage design and implementation, identifying eight principles: having an anatomically correct setting, allowing the differentiation of anatomical structures, freedom to manipulate the setting, adding theoretical support, justified choice of the virtual setting, the availability of the technological resources, priming to use VR, among others.
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