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Megan Johnson; Brian Davis; Gerard Guillot; Emily Porta-Miller; Jennifer Brueckner-Collins – Anatomical Sciences Education, 2025
A deep understanding of pelvic floor anatomy requires a three-dimensional visualization of the spatial relationships among pelvic neurovasculature, soft tissue structures, and bony landmarks, which are highly complex and difficult to comprehend solely through traditional teaching methods such as didactic lectures and anatomical dissection. This…
Descriptors: Teaching Methods, Computer Peripherals, Printing, Anatomy
Christian Myles; Laura Gorman; James F. X. Jones – Anatomical Sciences Education, 2025
Textbook anatomy depiction of the hepatobiliary tree is present in 55%-62% of the population. Misidentification of hepatobiliary variants can lead to bile duct injuries in cholecystectomies. A better understanding of variants has been cited as a key area for improvement in anatomy education. The aim of this study was to compare the effectiveness…
Descriptors: Computer Peripherals, Printing, Science Instruction, Teaching Methods
Sai Ho Yip; Adrian K. T. Ng; Henry Y. K. Lau; Jeffrey A. Saunders – Cognitive Research: Principles and Implications, 2024
Recent findings suggest that adding a visual depiction of a nose to virtual reality displays (virtual nose) can reduce motion sickness. If so, this would be a simple intervention that could improve the experience of a variety of VR applications. However, only one peer-reviewed study has reported a benefit from a virtual nose, and the effect was…
Descriptors: Human Body, Visual Aids, Computer Simulation, Motion
Sarthak Punj; Poorvi Kejriwal; S. P. Raja – International Journal of Learning and Change, 2024
Technology is advancing and metaverse is gaining popularity. The magic of metaverse is beyond our imagination. In simple terms, the metaverse refers to a virtual shared space that exists online, where people can interact, socialise, work, and play using digital avatars, just like they do in the real world. It is a combination of virtual reality,…
Descriptors: Computer Simulation, Computer Mediated Communication, Health Services, Social Media
Sara Klingenberg; Robin Bosse; Richard E. Mayer; Guido Makransky – Educational Psychology Review, 2024
This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high…
Descriptors: Computer Simulation, Learning Experience, Outcomes of Education, High School Students
Levi C. Ofoe – Perspectives of the ASHA Special Interest Groups, 2025
Purpose: This study examined the learning experiences of speech-language pathology students after creating three-dimensional (3D) anatomical models as part of an undergraduate Anatomy and Physiology course. Method: A total of 44 undergraduate students used 3D software programs to design anatomical components (e.g., larynx, brainstem, brain cortex,…
Descriptors: Speech Language Pathology, Allied Health Occupations Education, Student Attitudes, Anatomy
Ersin Dincelli; Alper Yayla – Journal of Information Systems Education, 2024
The availability of powerful head-mounted displays (HMDs) has made virtual reality (VR) a mainstream technology and spearheaded the idea of immersive virtual experiences within the Metaverse -- a shared and persistent virtual world. Companies are eagerly investing in various VR products and services, aiming to be early adopters and create new…
Descriptors: Information Security, Computer Security, Computer Science Education, Computer Simulation

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