Journal List > Anat Biol Anthropol > v.32(3) > 1137294

Kim: Effects of a 3D Visualization Application and Game-Based Learning on Gross Anatomy Education: Focused on Some Students in the Department of Dental Hygiene

Abstract

There is a lack of domestic studies that have designed anatomical education programs for systematic cadaver dissection and compared them with existing teaching methods. The purpose of this study was to explore effective educational methods in limited environments by for applying 3D visualization and game-based learning. The study included 43 participants who took a ‘Head and neck anatomy' course in a department of dental hygiene. The anatomy of the skull, as well as muscles in the head and neck areas were considered using a 3D visualization application. Later in the class, the course content was structured according to a game-based learning method. A survey was conducted in order to measure participants' perceptions of the teaching methods. The data were analyzed using descriptive statistics, correlation analysis, and a paired-sample T-test. Satisfaction with the teaching methods applied to the gross anatomy class was observed with regard to game-based learning (4.49), 3D visualizing application (4.01), and drawing (3.81). Among the educational methods suggested in the question, the students' ranked the following teaching methods from first to third as follows: game-based learning, a 3D visualization application, and observation of an anatomical model. The average score difference (8.40) of the pre- and post-assessment of the participants' perception of 3D visualization and game-based learning, was larger than the score difference (1.26) of the class conducted according to the conventional method. The academic achievement of participants was significantly increased (p<0.001). Proper use of 3D visualization applications and game-based learning in gross anatomy programs contributes to increases in student motivation, students' interest in the subject matter, cooperative learning, and improvement in learning outcomes. This study will be helpful to instructors in various fields, including dental hygiene departments, which operate gross anatomy classes.

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Fig. 1.
Anatomy teaching methods applied to this study. (A) 3D visualizing application (Complete Anatomy), (B) game-based learning (Ka-hoot!). (source – https://3d4medical.com/, https://kahoot.com/)
aba-32-101f1.tif
Table 1.
Satisfaction and usefulness of anatomy teaching methods∗
Category Frequency (%) Mean± S.D.
1 2 3 4 5
Satisfaction 3D visualizing application 1 1 7 21 13 4.02±0.89
(2.3) (2.3) (16.3) (48.8) (30.2)
Game-based learning 1 0 1 16 25 4.49±0.77
(2.3) (0) (2.3) (37.2) (58.1)
Drawing 0 3 10 22 8 3.81±0.82
(0) (7.0) (23.3) (51.2) (18.6)
3D visualizing application Motivation 0 0 7 28 8 4.02±0.60
(0) (0) (16.3) (65.1) (18.6)
Learning ability 0 0 9 27 7 3.95±0.62
(0) (0) (20.9) (62.8) (16.3)
Interest 0 1 7 22 13 4.09±0.75
(0) (2.3) (16.3) (51.2) (30.2)
Cooperation 0 1 9 21 12 4.02±0.77
(0) (2.3) (20.9) (48.8) (27.9)
Game-based learning Motivation 0 0 3 14 26 4.53±0.63
(0) (0) (7.0) (32.6) (60.5)
Learning ability 0 0 9 16 18 4.21±0.77
(0) (0) (20.9) (37.2) (41.9)
Interest 0 0 3 18 22 4.44±0.63
(0) (0) (7.0) (41.9) (51.2)
Cooperation 0 0 3 18 22 4.44±0.63
(0) (0) (7.0) (41.9) (51.2)
Drawing Motivation 0 3 17 17 6 3.60±0.82
(0) (7.0) (39.5) (39.5) (14.0)
Learning ability 0 1 15 18 9 3.81±0.79
(0) (2.3) (34.9) (41.9) (20.9)
Interest 0 3 14 17 9 3.74±0.88
(0) (7.0) (32.6) (39.5) (20.9)
Cooperation 0 9 20 9 5 3.23±0.92
(0) (20.9) (46.5) (20.9) (11.6)

Questionnaire items were composed of five-level Likert scale.

S.D.: Standard Deviation

Table 2.
Helpful anatomy teaching methods
Teaching method Mean
Game-based learning 5.60
3D visualizing application 5.19
Plastic model 4.77
Video or photo (X-ray, CT, MRI, etc.) 4.13
Cadaver dissection 3.74
Drawing 3.68
Integrated education 1.68
Table 3.
Correlation coefficient between items in the method of anatomical education
Teaching method Item Satisfaction Motivation Learning ability Interest Cooperatio
3D visualizing application Satisfaction 1        
Motivation .449∗∗ 1      
Learning ability .613∗∗ .780∗∗ 1    
Interest .534∗∗ .580∗∗ .732∗∗ 1  
Cooperation .557∗∗ .619∗∗ .705∗∗ .655∗∗ 1
Game-based learning Satisfaction 1        
Motivation .382 1      
Learning ability .385 .644∗∗ 1    
Interest .578∗∗ .711∗∗ .736∗∗ 1  
Cooperation .480∗∗ .771∗∗ .736∗∗ .759 1
Drawing Satisfaction 1        
Motivation .734∗∗ 1      
Learning ability .564∗∗ .798∗∗ 1    
Interest .824∗∗ .784∗∗ .786∗∗ 1  
Cooperation .435∗∗ .534∗∗ .581∗∗ .518∗∗ 1

: < 0.05.

∗∗ : < 0.01

Table 4.
Scores of pre and post evaluation according to whether new teaching method is applied
New teaching method Mean± S.D. t-statistics p-value
Applied Pre-test 1.83±2.14 – 11.327 <.001
Post-test 10.24±5.70    
Difference 8.40±4.81 9.777 <.001
Non-applied Pre-test 0.67±0.99 – 2.754 0.009
Post-test 1.91±3.35    
Difference 1.26±2.96 9.777 <.001

S.D.: Standard Deviation

by paired t-test

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