Abstract
The COVID-19 pandemic necessitated a global paradigm shift in the teaching of human anatomy. Most institutions successfully transitioned from traditional in-person teaching methods, to various distance-learning strategies. Since virtual reality (VR) offers immersive three-dimensional (3D) experiences, this study investigated students’ experiences regarding the capacity of VR to support distance-learning of anatomy. Using the VR application, 3D Organon Virtual Reality Anatomy, anatomy instructors pre-recorded learning content as 360-degree videos with live voice-over and integrated it into the teaching material of the MBBS first-year abdomen, pelvis, and perineum-structure and function course. A 19-item 5-point Likert scale questionnaire, comprising of two major categories, “VR experience in anatomy lessons” and “VR in anatomy lessons vs. traditional cadaveric dissection” was disseminated. Post-evaluation analysis revealed a response rate of 63.5%. Almost 70% of students agreed that VR was instrumental in solidifying their theoretical understanding and improved spatial awareness with better retention of anatomical relationships. Approximately 50% wanted to continue using VR even if instruction becomes onsite. Though 72% of participants agree that VR addressed the session learning objectives only 24% agree that it is similar or better than cadaveric dissection, thus preferring cadaveric dissection to VR. Only 12.1% agree that VR is more beneficial to cadaveric dissection. Our exploration into the integration of VR technology in anatomy teaching has revealed promising opportunities. While VR can augment traditional teaching methods in unprecedented times such as war, floods or global pandemic, it should not replace hands-on cadaveric learning entirely, but rather complement existing approaches.
Major global events, such as the COVID-19 outbreak, geopolitical tensions and natural disasters have recently created unparalleled challenges in medical education, with the urgent need for a paradigm shift in the teaching of human anatomy [1-3]. Most universities had to transition from traditional in-person teaching methods, to remote learning strategies and virtual platforms as a stopgap, with a few retaining the latter strategies as a component of hybrid teaching models [4-6].
During the COVID-19 pandemic, social distancing protocols severely restricted traditional in-person laboratory-based teaching, where use of three-dimensional (3D) plastic models, museum specimens, plastinates, and cadaveric dissection, were not only critical to the multi-dimensional understanding of the human body, but also essential for the completion of the anatomy learning experience [4, 7, 8]. Although lectures were effectively delivered using the online platform, finding suitable alternatives to replace laboratory-based learning, particularly cadaveric dissection, which is considered to be the gold standard of teaching and learning anatomy, had been quite challenging [9-12]. While reports highlight the increased usage of static images, digital libraries, blended approaches, and dissecting videos, few strategies have enhanced the 3D understanding of anatomy [2, 4, 13]. The global impact of the pandemic, the drastic decrease in cadaveric body donations, and the fear that the pandemic may linger or resurge encouraged anatomy educators to innovate and incorporate novel instructional methods to unlock the didactics of digital technology so that the best educational experience may be delivered [4, 10, 14-16].
In the midst of unprecedented times, adaptability, innovativeness, and multi-modal digital approaches have become key attributes to overcome hurdles and provide alternate instructional strategies in anatomy education. Among the advances in digital technology in medical education, virtual reality (VR) has emerged as a promising tool that is capable of delivering an immersive 3D experience to visualize the spatial relationship of anatomical structures [17-20]. The VR learning resource not only supplements, but also enhances the anatomy learning experience by enabling the student and instructor alike to interact with advanced visualizations and vivid 3D imagery of the human body in a virtual environment [17, 21]. Despite being an effective, increasingly viable option, that is readily available, the uptake of VR technology in anatomy teaching is still very limited [19, 22]. Therefore, this study aimed to investigate the capacity of VR to support distance learning of anatomy during inevitable situations such as the pandemic.
This study was conducted at Mohammed Bin Rashid University of Medicine and Health Sciences (MBRU), Dubai, United Arab Emirates (UAE). This institution is the academic arm of the first integrated academic healthcare system (Dubai Health) in the UAE.
At MBRU, the use of VR in anatomy education commenced in March 2020, when on-site teaching was interrupted due to an increase in the number of COVID-19 cases. Consequently, after having spent only five months on-site, students were requested to learn remotely from home. During this time live on-site sessions were completely replaced by online lectures and tutorials. This study focusses on student’s perspectives (i.e., content receiver) to learning using VR, and did not include any elements linked to content creation nor content creators.
Participants were first-year undergraduate medical students (n=52) who were enrolled in the six-year MBBS program. Prior to the study, all participants were exposed to traditional in-class teaching, with lectures, tutorials, and cadaveric dissection delivered in lecture halls and the anatomy laboratory, respectively.
In this research we explored the capacity of VR to enhance student learning in anatomy and provided a unique experience compared to traditional learning resources (e.g., dissection, static images, and videos). The instructional strategies and teaching resources were mapped with the learning objectives. In an effort to address the research aim, 360-degree videos were recorded by two instructors (Fig. 1). This was done through the in-house immersive Virtual Reality Anatomy application (3D Organon) using the HTC VIVE Pro headset (HTC) which was connected to a personal computer. Interaction with and navigation through the 3D content was done via two controllers. The pre-recorded videos were then integrated into the PowerPoint learning material of the abdomen, pelvis, and perineum-structure and function course and consumed by the learners from their personal computers during the second semester of year 1 (Fig. 2). The integrated video content was delivered as synchronous learning sessions, with live voice-overs by the instructor on the Microsoft Teams platform (Microsoft). The videos were also uploaded onto the student learning management system, permitting access from any place at any time. The 360-degree format allowed both faculty and students to navigate through the videos.
An information sheet was provided to all the students in the cohort seeking voluntary participation and consent (Fig. 3). Students’ perceptions regarding the integrated 360-degree videos were then evaluated through a custom-built 19-item 5-point Likert scale questionnaire. This questionnaire was comprised of two major categories. The first category comprised of 11 question items and focused on the VR experience in synchronous lecture and practical sessions, while the second category consisted of 8 question items and highlighted the relationship between VR and traditional on-site learning resources (such as cadaveric dissection). This was followed by a discussion of the questionnaire with four first-year medical students to ensure that the constructs were understandable and non-ambiguous. The finalized questionnaire was then disseminated via the Microsoft Forms platform (Microsoft) to a total of 52 first-year medical students. Electronic informed consent was also obtained.
The mapping of learning objectives to instructional strategies and learning resources before and during the COVID-19 pandemic are shown in Table 1.
Of the total student cohort (n=52) registered for the abdomen, pelvis, and perineum-structure and function course, 33 (63.5%) students participated in this study and completed the questionnaire. Using the 33 responses, Cronbach’s alpha coefficient values of internal reliability reached 0.92.
Students’ perceptions were evaluated using a 19-item 5-point Likert scale questionnaire, which was further classified into two sections; i.e., section 1: VR experience in anatomy lessons and section 2: VR in anatomy lessons vs. traditional cadaveric dissection. Results have been tabulated in Table 2.
Section 1 (i.e., VR experience in anatomy lessons), which consisted of 11 question items, enquired about the students’ view regarding their exposure to VR in anatomy lessons. Questions 1–4 which probed about the integration of VR on one’s own learning experience and the achievement of session learning objectives, yielded results ranging from 45.5%–78.8% within the agree–strongly agree continuum, with 6.1%–21.2% of responses ranging between the strongly disagree–disagree continuum. Although only 45.5% of students stated they were able to achieve learning objectives with VR, 78.8% of students responded that the VR lessons helped to understand the 3D anatomy of organs and the relative position of structures. Correspondingly, 66.7% of students found that it enhanced spatial learning abilities. About 58% of students found that the integration of VR into anatomy lessons played an instrumental role in facilitating theoretical understanding of the subject. The authenticity and unique nature of the VR experience outlined in question were appreciated by 78.8% of students in the agree–strongly agree category. In question 6, 69.7% of participants stated that the relationship between adjacent structures/organs was better understood with VR rather than static images. Questions 7 and 8, which focused on how VR influenced the perception of distance learning and whether it evoked further interest in the subject of anatomy, yielded response rates of 51.5%–60.6% and 6.1%–18.2% within the agree–strongly agree and strongly disagree–disagree continua, respectively. In more than half of the class, adopting a positive perception of learning anatomy through VR appeared to evoke more interest in the subject. For questions 9–11, participants responses regarding the motivation to use VR irrespective of the mode of delivery were scattered between 33.3%–84.8% for the agree–strongly agree continuum and between 12.1%–33.3% for the strongly disagree–disagree range. For question 10, 84.8% of students stated that they would like to continue learning anatomy via VR if learning continues to be online. However, as shown in question 9, about a third of the responders did not wish to continue learning anatomy via VR if learning transitions to the on-site face-to-face modality (Table 2).
Section 2 (i.e., VR in anatomy lessons vs. traditional cadaveric dissection) comprised of 8 question items and focused primarily on how students perceived VR-integrated anatomy lessons in comparison to that of the traditional instructional approach of cadaveric dissection. Questions 12–15, which touched upon the ability of VR (i.e., flexibility in learning in terms of time and place, suitability to different learning styles) in enhancing and activating one’s personal learning experience/journey as opposed to cadaveric dissection, yielded response rates of 12.1%–69.7% and 12.1%–48.5% for the strongly disagree–disagree and agree–strongly agree continua, respectively. Although 48.5% of students found VR beneficial for ‘anytime-anywhere’ learning, interestingly only 12.1% found VR to be more beneficial than traditional cadaveric dissection. Correspondingly, only 24.2% of students agreed that VR in anatomy lessons does a better job of addressing different learning styles than cadaveric dissection. This perception was further supported by the responses to questions 16 and 17, as only 15.2% of students found that VR addressed the session learning objectives similar to or even better than cadaveric dissection, whereas 60.6% of students agreed that VR-integrated lessons did a better job of addressing the session learning objectives than that offered by static images. The extent to which the VR-integrated lessons complemented and substituted cadaveric dissection was reported to be 72.7% and 21.2% for questions 18 and 19, respectively (Table 2).
Over the last few decades anatomy education has seen huge strides from the traditional blackboard teaching to the use of cutting-edge 3D digital technology and virtual platforms [23]. VR technology offers a unique opportunity to revolutionize the field of remote education, particularly in disciplines like anatomy. As traditional classroom settings were replaced with remote learning environments during unprecedented times, such as the COVID-19 pandemic, VR provided an alternate, yet viable solution, to maintain the quality of education while overcoming physical limitations [24].
In this study, learning objectives, instructional strategies, and learning resources before and during the COVID-19 pandemic were mapped (Table 1). The learning objectives remained the same before and during the pandemic, emphasizing the fact that the fundamental goals of the educational sessions did not change. This consistency is essential to ensure that students continue to achieve the intended learning outcomes regardless of the mode of instruction. Students agreed that these lessons achieved the session learning objectives and augmented their learning experiences. With reference to Table 1, the VR-integrated lessons entailed diverse instructional strategies (i.e., direct, interactive, indirect, and independent) and several teaching resources (i.e., slides, image library, in- and post-class formative assessments, VR-recorded videos with live voice over, and dissection videos) as compared to pre-pandemic anatomy instruction. In fact, this facilitated the introduction of interactive and independent instructional strategies into the learning design of VR-integrated lessons. Despite being delivered via the online distance learning platform, these instructional strategies extend beyond knowledge-based approaches as they also foster the soft competencies required to shape the future-ready doctor.
The questionnaire had a response rate of 63% (33 out of 52 students). As the Cronbach’s alpha was higher than the accepted threshold of 0.7, internal consistency was considered to be excellent. This indicates a high level of internal consistency in the construct and items in the questionnaire, which enhances the reliability of the study findings [25].
In comparison to previous studies, that investigate the potential of VR as a complemental active learning tool under normal circumstances, this study focused on the consumption of VR content and the resultant perspective of the content receiver (i.e., the student) during unprecedented times. Elements linked to the use of VR by the content creator (i.e., the instructor) are not reflected upon. Although students did not have direct access to the VR headset’s affordances (e.g., immersion and controllers), they still had the opportunity to be active in the acquisition of knowledge through the recorded 360-degree videos. This allowed students to study the anatomy through a personalized tailored-approach and provided some degree of freedom to navigate within the content using the mouse, thereby fostering principles of active learning.
The VR recordings provided students access to high-quality 3D videos to overcome the limitations of in-person lab access to specimens or models during the pandemic. This ensured continuity in learning without students having to be physically present in the lab, thus promoting safety and adherence to public health guidelines. The addition of live voiceover to VR recordings engaged students by providing real-time explanations, commentary, and guidance. This personalized approach helped to keep students focused and encourage active participation in the learning process, leading to improved retention and understanding of anatomical concepts. The voiceover videos were uploaded to the student learning management portal, and hence could be accessed and reviewed at any time, allowing students to learn at their own pace and revisit difficult concepts as needed. This flexibility also accommodates diverse learning styles and preferences, empowering students to take control of their learning experience [26]. By simulating realistic anatomical structures and functions in a virtual environment, students can engage with the subject matter more deeply, leading to better comprehension and retention of anatomical knowledge [27].
The integration of VR into anatomy lessons has shown significant promise in enhancing spatial learning abilities and improving understanding of 3D anatomy. This innovative approach allows students to immerse themselves in a virtual environment where they can interact with anatomical structures in a more realistic and dynamic manner [28]. An analysis of the usefulness of VR in our study is depicted in Table 2. Eighty percent of participants found that use of VR in anatomy helped improve spatial awareness and better retention of anatomical relationships, a finding similarly reported by Brown et al. (2023) [29] who stated that by allowing students to manipulate virtual objects and explore anatomical structures from multiple perspectives, VR helps to reinforce spatial concepts and facilitate deeper understanding. Almost 70% of students agree that VR was instrumental in facilitating and solidifying their theoretical understanding of the subject, with almost 50% of participants wanting to continue using VR even if the instruction becomes onsite. VR allows students to explore 3D anatomy in great detail leveraging native functionalities of the operating systems, which may not be easily accessible in traditional classroom settings. With VR, students can remotely access anatomical structures from anywhere with an internet connection, allowing for flexible learning schedules and eliminating geographical constraints [30]. VR enables students to grasp the complexities of 3D anatomy more effectively. Unlike 2D illustrations or cadaveric specimens, VR simulations also provide a lifelike representation of anatomical structures, allowing students to visualize organs and their spatial relationships with digital clarity [31]. VR platforms often incorporate interactive elements such as manipulation of virtual anatomical structures, quizzes, and scenario-based learning modules. These features enable personalized learning experiences where students can explore anatomy at their own pace, reinforce concepts through practice, and receive immediate feedback, enhancing overall learning outcomes. This interactivity can increase knowledge retention and skill development [32]. Around 72% in our questionnaire survey form agreed that VR anatomy lessons address the session learning objectives similar to/or even better than static images and other teaching videos.
Cadaveric dissections, considered by many to be the gold standard in instructional methods in the learning of anatomy offer students direct interaction with the human body, allowing them to touch, feel, and manipulate tissues and organs [33]. Students can observe the actual variations in human anatomy, such as differences in organ size, shape, and location, which enhances their understanding of anatomical structures [34]. Collaborative dissections often require students to work in teams, fostering communication and teamwork skills as they navigate through the intricacies of human anatomy together [35]. However, in instructor-oriented approaches, instructors typically complete the dissection of anatomical structures, while students observe and participate under supervision [36]. Cadaveric dissections often follow a structured sequence, starting with basic anatomical regions and progressing to more complex systems, allowing students to build upon their knowledge progressively [37]. Dissections provide an opportunity for students to learn and apply anatomical terminology in a real-world context, reinforcing their understanding of anatomical relationships [38]. However, VR allows students to interact with 3D models of anatomical structures in a highly immersive environment, providing a sense of presence and engagement [39]. VR platforms often offer customizable scenarios and simulations, enabling students to explore different anatomical variations and pathological conditions that may not be readily available in cadaveric specimens [40]. VR simulations allow students to engage in realistic scenarios, such as surgical procedures or anatomical exploration, without the constraints of time and resources associated with cadaveric dissections [39].
While comparing the effectiveness of VR to traditional learning methods such as cadaveric dissection, the participants of our study state that VR shows superior performance while identifying anatomical landmarks and understanding anatomical relationships compared to traditional learning methods, a finding similar to a study done by Wang et al. [41]. Thus, students report that VR offers a unique and authentic experience. Around 60.6% participants in our survey agreed that VR in anatomy lessons has proven beneficial for “anytime-anywhere” learning, instead of the traditional “lab-based learning” method. VR platform self-paced learning modules, allow students to explore anatomical structures at their own speed and revisit concepts as needed [42]. Though 72% of participants agree that VR in anatomy lessons addresses the session learning objectives similar to/or even better than static images and other teaching videos, only 24% agree that it is similar or better than cadaveric dissection, thus preferring cadaveric dissection to VR. Only 12% agree (and 70% disagree) that VR is more beneficial to cadaveric dissection. This re-emphasizes the fact that student understanding of human anatomy through cadaveric dissection far exceeds use of static images, videos, and VR. However, the usefulness of VR as a suitable alternative for distance learning in inevitable circumstances like the COVID-19 pandemic is proven beyond doubt.
Virtual demonstrations allow learners to observe and engage with simulated environments or scenarios, providing learning opportunities that might not be feasible in traditional classroom settings [31]. Interactive discussions in VR environments enable learners to engage with instructors and peers in real-time, despite physical distance. Virtual classrooms equipped with avatars and spatial audio facilitate natural communication and collaboration, fostering meaningful exchanges of ideas and perspectives. Such interactive discussions can promote other cognitive skills such as critical thinking, problem-solving, and social interaction, essential components of effective learning experiences [43].
Though VR has its own usefulness, existing researches have highlighted many challenges which can prevent educators and universities to fully adopt VR [44]. It is still unclear how to effectively integrate VR into daily teaching strategies. Though when thinking of VR, the hardware comes to mind first, it is software applications that must be aligned with and deliver the course learning objectives that are the most difficult to find or create. The cost of integrating VR is another practical barrier [45]. Though the cost of VR headsets has dropped significantly in the last five years, VR applications remain expensive and very often rely on yearly subscription. The major cost lies in the training and acquisition of new skills by the instructors in addition to the time required for the training and implementation of new content into regular teaching material. Finally, instructors as well as support staff might lack personal technological skills that can slow down or limit the use of VR [46].
VR is best experienced when students themselves directly use the software wearing their own headsets. However, COVID-19 protocols did not allow students to visit the VR lab. As the VR lab was in an early phase of development, there were only few headsets available. Due to social distancing and isolation during COVID-19, all learning experiences including VR were done in isolation, as students were immersed in virtual environments without direct interaction with peers or instructors. This lack of social interaction also affected collaborative peer learning opportunities and student engagement.
In the field of anatomy education, where hands-on learning is traditionally emphasized, our exploration into the integration of VR technology revealed promising opportunities to overcome challenges amidst unprecedented circumstances. Our study showed that the integration of VR in anatomy teaching is a reasonable and realistic substitute for the traditional learning experience. However, the results of our study showed that while VR can augment traditional teaching methods, it should not replace hands-on cadaveric learning entirely, but rather complement existing approaches. Our VR-integrated sessions provided an opportunity to introduce additional instructional strategies and teaching resources. Given that emerging technologies are transforming medical education, the perceptions shared in our study encourage the use of VR particularly in this tech-friendly generation. By leveraging on the lessons learned during the pandemic, we propose that anatomy educators should continue to innovate and enhance anatomy education to better meet the learning styles and needs of students in an increasingly digital world.
Acknowledgements
The authors would like to thank the Mohammed Bin Rashid University of Medicine and Health Sciences, Dubai for supporting this study.
Notes
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Fig. 1
Demonstration of faculty instructor recording a 360° video using the virtual reality interface.

Fig. 2
(A) Appearance of a VR-recorded video when the 360° feature is activated. (B) Rendering of a VR-recorded video on a personal device. VR, virtual reality.

Table 1
Mapping of learning objectives to instructional strategies and learning resources before and during the COVID-19 pandemic
Table 2
Students’ perceptions about the virtual reality-integrated anatomy lessons