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Effects of Mobile Augmented Reality Learning Compared to Textbook Learning on Medical Students: Randomized Controlled Pilot Study

机译:移动增强现实学习与课本学习相比对医学生的影响:随机对照试验研究

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Background: By adding new levels of experience, mobile Augmented Reality (mAR) can significantly increase the attractiveness of mobile learning applications in medical education.Objective: To compare the impact of the heightened realism of a self-developed mAR blended learning environment (mARble) on learners to textbook material, especially for ethically sensitive subjects such as forensic medicine, while taking into account basic psychological aspects (usability and higher level of emotional involvement) as well as learning outcomes (increased learning efficiency).Methods: A prestudy was conducted based on a convenience sample of 10 third-year medical students. The initial emotional status was captured using the “Profile of Mood States” questionnaire (POMS, German variation); previous knowledge about forensic medicine was determined using a 10-item single-choice (SC) test. During the 30-minute learning period, the students were randomized into two groups: the first group consisted of pairs of students, each equipped with one iPhone with a preinstalled copy of mARble, while the second group was provided with textbook material. Subsequently, both groups were asked to once again complete the POMS questionnaire and SC test to measure changes in emotional state and knowledge gain. Usability as well as pragmatic and hedonic qualities of the learning material was captured using AttrakDiff2 questionnaires. Data evaluation was conducted anonymously. Descriptive statistics for the score in total and the subgroups were calculated before and after the intervention. The scores of both groups were tested against each other using paired and unpaired signed-rank tests. An item analysis was performed for the SC test to objectify difficulty and selectivity.Results: Statistically significant, the mARble group (6/10) showed greater knowledge gain than the control group (4/10) (Wilcoxon z=2.232, P=.03). The item analysis of the SC test showed a difficulty of P=0.768 (s=0.09) and a selectivity of RPB=0.2. For mARble, fatigue (z=2.214, P=.03) and numbness (z=2.07, P=.04) decreased with statistical significance when comparing pre- and post-tests. Vigor rose slightly, while irritability did not increase significantly. Changes in the control group were insignificant. Regarding hedonic quality (identification, stimulation, attractiveness), there were significant differences between mARble (mean 1.179, CI ?0.440 to 0.440) and the book chapter (mean ?0.982, CI ?0.959 to 0.959); the pragmatic quality mean only differed slightly.Conclusions: The mARble group performed considerably better regarding learning efficiency; there are hints for activating components of the mAR concept that may serve to fascinate the participants and possibly boost interest in the topic for the remainder of the class. While the small sample size reduces our study’s conclusiveness, its design seems appropriate for determining the effects of interactive eLearning material with respect to emotions, learning efficiency, and hedonic and pragmatic qualities using a larger group.Trial Registration: German Clinical Trial Register (DRKS), DRKS-ID: DRKS00004685; https://drks-neu.uniklinik-freiburg.de/drks_webavigate.do?navigationId=trial.HTML&TRIAL_ID=DRKS00004685.
机译:背景:通过增加新的体验水平,移动增强现实(mAR)可以显着提高移动学习应用在医学教育中的吸引力。目的:比较自我开发的mAR混合学习环境(mARble)的增强现实性的影响在学习者使用教材时,尤其是对诸如法医学等具有伦理敏感性的主题的学习者,同时要考虑基本的心理方面(可用性和较高的情感参与度)以及学习成果(提高学习效率)。以10名三年级医学生的便利样本为依据。最初的情绪状态是使用“情绪状态简介”问卷(POMS,德语变体)记录的;使用10项单项选择(SC)测试确定了有关法医学的先前知识。在30分钟的学习期间,将学生随机分为两组:第一组由成对的学生组成,每对学生都配备了一部预装了mARble副本的iPhone,而第二组则提供了教材。随后,要求两组再次完成POMS问卷和SC测试,以测量情绪状态和知识获取的变化。使用AttrakDiff2问卷可以获取学习材料的可用性以及实用和享乐的品质。数据评估是匿名进行的。在干预前后计算总得分和亚组的描述性统计数据。使用配对和不配对的符号秩检验对两组的分数进行相互检验。结果:在统计学上显着,mARble组(6/10)的知识获得比对照组(4/10)更大(Wilcoxon z = 2.232,P =)。 03)。 SC测试的项目分析显示难度为P = 0.768(s = 0.09),选择性为RPB = 0.2。对于MARble,比较前测和后测时,疲劳(z = 2.214,P = .03)和麻木感(z = 2.07,P = .04)降低,具有统计学意义。活力略有上升,而烦躁不明显。对照组的变化不明显。关于享乐质量(识别,刺激,吸引力),mARble(平均值1.179,CI≤0.440至0.440)与书章之间存在显着差异(平均值0.998,CI≤0.959至0.959)。结论:在学习效率方面,mARble组的表现要好得多。有一些提示可以激活mAR概念的各个组成部分,这些内容可能会使参与者着迷,并可能在本堂课的其余部分引起人们对该主题的兴趣。虽然样本量较小,但降低了我们研究的结论性,但其设计似乎适合确定交互式电子学习材料在使用较大人群时对情绪,学习效率以及享乐和务实素质的影响。试验注册:德国临床试验注册(DRKS) ,DRKS-ID:DRKS00004685; https://drks-neu.uniklinik-freiburg.de/drks_webavigate.do?navigationId=trial.HTML&TRIAL_ID=DRKS00004685。

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