2017
DOI: 10.1016/j.compedu.2016.12.009
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Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment

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Cited by 243 publications
(151 citation statements)
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References 52 publications
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“…VR for entertainment can purposefully overwhelm, but the goal of education is for learners to leave the space with new concepts embedded in their ever-changing knowledge structures (the definition of learning). Some of your learners will also come to the task with low spatial abilities, and those students learn differently in 3D space (Jang et al, 2016). This is why the first start screen should always be somewhat sparse with a user-controlled start button.…”
Section: Design Principles For Embodied Education In Vrmentioning
confidence: 99%
See 1 more Smart Citation
“…VR for entertainment can purposefully overwhelm, but the goal of education is for learners to leave the space with new concepts embedded in their ever-changing knowledge structures (the definition of learning). Some of your learners will also come to the task with low spatial abilities, and those students learn differently in 3D space (Jang et al, 2016). This is why the first start screen should always be somewhat sparse with a user-controlled start button.…”
Section: Design Principles For Embodied Education In Vrmentioning
confidence: 99%
“…Our prediction is that hand controls will have long lasting effects on the types of content and the quality of the pedagogy that can be designed into educational spaces. Jang et al (2016) utilized a yokedpair design, such that one participant manipulated a virtualized 3D model of the inner ear, while another participant viewed a recording of the interaction. Results indicate that participants in the manipulation group showed greater posttest knowledge (via drawing) than the group that observed the manipulations.…”
Section: The Second Profound Affordancementioning
confidence: 99%
“…Three-dimensional (3D) virtual reality learning environments (VRLEs) are well suited to constructivism, especially when students must form 3D representations of course material or interact with a learning environment to construct knowledge (reviews: Huang et al 2010;Merchant et al 2014). Accordingly, the development and deployment of 3D VRLEs has expanded rapidly in K-12 and higher education, especially medical education (Wu et al 2013;Jang et al 2017); indeed, the anatomical education of medical students is a major catalyst for 3D VRLE technology. The practical value of 3D VRLEs for learning human anatomy hints at wider applications within K-12 biological education.…”
Section: Virtual Reality Learning Environments (Vrles)mentioning
confidence: 99%
“…More recent empirical research conducted in computer science, engineering, and cognitive psychology suggests that VR has the capability to be a particularly effective tool for supporting analysis and learning in academic disciplines in which the object of study is inherently spatial (Donalek, et al 2014). This includes design-oriented fields such as Architecture, as well as the fields of Archaeology, Librarianship, Engineering, and Anatomy (Angulo, 2013;Cook 2018;Seth, Vance, and Oliver 2011;Van Dam, Laidlaw, & Simpson;Jang, et al, 2017). VR can be a low-cost alternative that enables engagement with this and other content that may be difficult to access (Limp et al, 2011).…”
Section: Vr and Spatial Cognitionmentioning
confidence: 99%