Abstracts
Abstract
This study investigates student motivation using virtual reality (VR) technologies in anatomy and physiology courses. Over a two-year period, 21 college students from nursing, paramedic, and biotechnology-health programs were recruited for this study. The participants were randomly assigned to either a group using immersive VR on Quest 2 headsets or a group using desktop-based VR on personal computers. Both groups utilized VR on the health education platform 3D-Organon. The study compares the intrinsic motivation between these two groups. Four subscales of the Intrinsic Motivation Inventory were employed for this study. The immersive VR group was statistically significantly higher on the interest/enjoyment and perceived competence subscales. There was no significant difference between the two groups on the pressure/tension and perceived choice subscales. This study demonstrates VR's potential in boosting student motivation in human anatomy and physiology courses. Due to limited participation in pre- and post-assessment tools, content-based learning gains could not be compared. This highlights challenges in conducting VR studies in postsecondary institutions, including volunteer bias, curriculum integration barriers, student recruitment, and survey fatigue. These insights are critical for administrators and pedagogical designers when evaluating wider VR adoption in health and science education.
Keywords:
- 3D-Organon,
- human anatomy and physiology courses,
- motivation,
- nursing,
- technology-enhanced learning,
- virtual reality
Résumé
Cette étude se penche sur la perception des étudiantes et étudiants sur l’utilisation des technologies de réalité virtuelle (RV) dans des cours d’anatomie et physiologie. 21 étudiantes et étudiants issus de programmes d’études en soins infirmiers, soins paramédicaux et en biotechnologie santé ont été recrutés sur une période de deux ans pour cette étude. Les participantes et participants ont été répartis de manière aléatoire dans deux groupes : l’un utilisant la RV immersive sur des casques Quest 2, l’autre utilisant la RV sur des ordinateurs personnels. Les deux groupes ont utilisé la RV sur la plateforme d’éducation à la santé 3D-Organon. L’étude compare la motivation intrinsèque entre ces deux groupes. Quatre sous-échelles de l’Inventaire de motivation intrinsèque ont été utilisés pour cette étude. Le groupe de VR immersif a obtenu des scores statistiquement significatifs plus élevés sur les sous-échelles intérêt/ plaisir et compétence perçue. Il n’y avait pas de différence significative entre les deux groupes sur les sous-échelles pression/tension et choix perçu. Cette étude démontre le potentiel de la RV pour stimuler la motivation des étudiantes et étudiants dans les cours d’anatomie et physiologie humaines. En raison de la participation limitée en lien avec les outils d’évaluation pré et post-test, les gains d’apprentissage basés sur le contenu n’ont pas pu être comparés. Cela met en évidence les défis liés à la réalisation d’études sur la RV dans les établissements d’enseignement supérieur, notamment le biais des volontaires, les obstacles à l’intégration dans les programmes d’études, le recrutement des étudiantes et étudiants et la fatigue liée aux sondages. Ces informations sont essentielles pour les administratrices et administrateurs et les conceptrices et concepteurs pédagogiques lorsqu’ils évaluent l’adoption de la RV à plus grande échelle dans l’enseignement des sciences et de la santé.
Mots-clés :
- 3D-Organon,
- cours d'anatomie et de physiologie humaines,
- motivation,
- soins infirmiers,
- apprentissage assisté par la technologie,
- réalité virtuelle
Appendices
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