2023
DOI: 10.1002/jdd.13224
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Student learning of head and neck anatomy using cone beam computed tomography and immersive virtual reality

Abstract: Objectives The purpose of this study was to evaluate the efficacy of student learning of anatomy and 3D imaging concepts using cone beam computed tomography (CBCT) and immersive virtual reality (VR) technology. Methodology Ninety (n = 90) first year dental students with no previous experience in 3D imaging were recruited. All participants completed a 10‐item, multiple‐choice questionnaire (MCQ) and a pre‐survey prior to the educational intervention. Following a brief video orientation on CBCT and anatomy, each… Show more

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Cited by 7 publications
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“…10 Immersive VR has been reported to be as effectual as the traditional learning methods, that may benefit from VR enhancing the educational experience and knowledge retention of dental students by compounding head and neck anatomy, CBCT/OPG images and immersive VR technology in learning of the anatomy, 3D imaging and radiology concepts. 11,12 A device that helps dental students become proficient with the use of indirect vision by carrying out mirror training exercises like the Mirrosistant is an example of one such application of VR. 13 AR on the other hand is a computer-generated artificial virtual scenario.…”
Section: Application Of Augmented and Virtual Reality Education And T...mentioning
confidence: 99%
“…10 Immersive VR has been reported to be as effectual as the traditional learning methods, that may benefit from VR enhancing the educational experience and knowledge retention of dental students by compounding head and neck anatomy, CBCT/OPG images and immersive VR technology in learning of the anatomy, 3D imaging and radiology concepts. 11,12 A device that helps dental students become proficient with the use of indirect vision by carrying out mirror training exercises like the Mirrosistant is an example of one such application of VR. 13 AR on the other hand is a computer-generated artificial virtual scenario.…”
Section: Application Of Augmented and Virtual Reality Education And T...mentioning
confidence: 99%