Augmented Reality in Medical Education Students Experiences and Learning Outcomes
Augmented Reality in Medical Education Students Experiences and Learning Outcomes
Augmented Reality in Medical Education Students Experiences and Learning Outcomes
To cite this article: Poshmaal Dhar, Tetyana Rocks, Rasika M Samarasinghe, Garth
Stephenson & Craig Smith (2021) Augmented reality in medical education: students’
experiences and learning outcomes, Medical Education Online, 26:1, 1953953, DOI:
10.1080/10872981.2021.1953953
REVIEW ARTICLE
a
Institute for Innovation in Mental and Physical Health and Clinical Translation, School of Medicine, Faculty of Health, Deakin University,
Geelong, Australia; bInstitute for Innovation in Mental and Physical Health and Clinical Translation, Food and Mood Centre, School of
Medicine, Faculty of Health, Deakin University, Geelong, Australia
CONTACT Craig Smith craig.smith@deakin.edu.au School of Medicine, Institute for Innovation in Mental and Physical Health and Clinical
Translation, Deakin University, Australia
© 2021 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits
unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
2 P. DHAR ET AL.
Before the use of computers in medical education, databases: PubMed, Google Scholar, and Scopus.
text-books, lectures, cadavers, anatomical models and Keywords including ‘Augmented reality’, ‘Medical
live patients were some of the only pedagogical tools education’, ‘Students experiences’, and ‘Learning out
available. Basic computer-assisted anatomy programs comes’ were used to search for articles published in
started to appear in the early 1990s [3,4], and were English, and those from the last 10 years were
often accompanied with multimedia approaches such favoured. As this was not a systematic review, author
as the ‘Slice Of Life’ videodiscs that served as a visual discretion was used in selecting appropriateness, and
anatomy encyclopaedia [5]. Continuing advance a wider scope of topics is addressed (for an example
ments in hardware allowed for presentation software of a systematic review that addresses a more narrow
such as Microsoft PowerPoint to mostly replace subject topic within this area, see [14]). We also
blackboards and overhead projections in the 1990s conducted a complimentary search of the reference
[6], while the World Wide Web made the Visible lists of key articles.
Human Project [7] and similar programs like the
Visible Embryo Project [8] possible. The mid-1990s
Results
also saw the use of computer-based stereoscopy, in
which slightly offset two dimensional images are dis Enhancement of student experiences and
played in each eye to give the illusion of three dimen learning outcomes with AR-based medical
sional depth [9]. Although the first head-mounted programs
display was developed in the late 1960s [10], the
AR-based training provides a vast potential to effec
adoption of VR within medical education has
tively and efficiently prepare medical professionals
required more recent technological advancements
for the real world of practice [15]. Along with offer
such as the availability of modern head-mounted dis
ing a safe educational environment and addressing
plays including Google Glass, Microsoft HoloLens,
specific professional skills, AR programs for learning
Oculus Rift VR, and the Samsung Gear VR [11]. AR
in medicine are employed to enhance learners’
has also benefited from recent advancements in
experiences, as described by Salehahmadi and
handheld smartphone and tablet devises, which not
Hajialiasgari [16] (Figure 1).
only improve the power of such programs, but also
AR learning is commonly associated with highly
expand their accessibility out of traditional learning
positive subjective personal experiences, and can be
spaces and into the hands of the learner [12]. This
fun and interesting to use. It is for similar reasons
feature of AR has become particularly important dur
that AR games such as Pokemon Go have been so
ing the current COVID-19 pandemic, which caused
successful [17]. Moreover, AR can enhance learning
restricted face-to-face access to many university and
delivery, presentation and the utilisation of sensory
other learning spaces [13].
systems, which are three crucial elements of Mayer’s
cognitive theory of multimedia learning [18]. Due to
the high level of digital literacy common amongst
Materials and methods
University students and their familiarity with using
In this narrative review, we conducted an extensive tablets and smartphones, students often report that
literature review using searches within the following they feel confident with adopting AR alternatives to
traditional learning approaches, such as flashcards AR is able to enhance the way in which medical
[19]. The ability to use devices that students already students interact with digital anatomical representa
own also facilitates self-paced learning, and non- tion at all angles, providing a more immersive experi
headset VR programs are less likely to cause adverse ence that ultimately aids knowledge and
effects compared to VR while still achieving similar understanding [23].
learning benefits. For example, Moro and colleagues An important advantage of such programs is
showed that an AR structural anatomy program ran that they allow easy manipulation of the digital
on a tablet achieved similar learning outcomes (e.g., subject, so that spatial inter-relationships can be
anatomical knowledge test results) compared to identified and explored in three-dimensional
a headset VR equivalent. Importantly however, the space. In regards to anatomy, this for example
AR tablet version was less prone to adverse effects allows for complicated branching nerve and blood
including general discomfort, headache, dizziness, vessel paths to be examined in isolation, which is
nausea and disorientation, and was also less likely to difficult to do with traditional cadavers as these
cause eye-related problems such as blurred structures lose shape if dissected away from the
vision [20]. surrounding tissue that supports them. Learning
Due to the ability of AR-based learning to support the names for the multitude of anatomical struc
students’ experiences, not surprisingly, this can also tures is also aided by the ability to select regions/
translate into improved learning outcomes [1]. structures of interest, and access a range of other
Students who successfully complete learning activities information pertaining to them [24].
enhanced by AR programs are more likely to achieve In addition to pure anatomy, understanding how
both enhanced theoretical knowledge and practical anatomy relates to function is a particularly impor
skills. AR-based learning boosts outcomes in several tant aspect of medical education. This is aided by the
main aspects of training, including professional knowl ease at which different anatomical structures can be
edge, cognitive and practical skills, social skills, innova added and removed from the digital subject, such as
tion, competence, and creativity [21]. Here, we focus on muscles or underlying skeletal structure including
the effect of AR-based programs on students’ experi muscle attachment sites. Furthermore, many AR
ence and learning outcomes in relation to the following (and VR) anatomy programs include functional fea
three domains of impact: knowledge and understand tures where specific muscles can be flexed, in order to
ing, practical skills, and social skills (Figure 2). observe the resulting movement that they control
[25]. This is especially beneficial for understanding
complex systems involving multiple muscle groups
AR enhancement of knowledge and
such as eye movement, which can be accessed easily
understanding
at the student desk or at home (Figure 4). Another
Medical education is associated with an enormous advantage, is that human cadavers and physical mod
amount of information pertaining to human anatomy els can only logistically represent a limited number of
and bodily function [22]. Learning this information diseased pathologies, and the true range of individual
has been greatly aided with the development of variation is often poorly encapsulated within any
a plethora of digital programs, for example ‘virtual given medical school. In contrast, multiple patholo
cadavers’ (Figure 3). Rather than being accessed via gies and subtle anatomical variations can be easily
a traditional computer mouse, keyboard and screen, added to virtual representations [26].
Figure 2. Three main domains of medical student experiences and learning outcomes that are enhanced by AR-based programs.
4 P. DHAR ET AL.
Figure 3. The AR app ‘HoloHuman’ showing a virtual cadaver placed on a real examination table. The moderator (shown) is able
to interact with the model and user interface through the use of a HoloLens headset. Structures, organs and systems can be
examines individually or in combination and are fully supported by visual narrative and digital dissection tools (image courtesy
of 3D4 Medical from Elsevier, 2020; https://3d4medical.com/apps/holohuman).
Figure 4. The OculAR SIM AR program to aid optometry students (available on multiple devices, such as tablets and
smartphones, subject to licencing conditions). Image courtesy of Apperition (www.appearition.com/deakin-university/), and
Peter Bright,School of Medicine, Deakin University.
In addition to AR, VR-based programs are also the benefits of the Minimally Invasive Surgical
prominently used to improve practical skills and the Trainer VirtualReality (MISTVR) tool indicates that
performance of surgical techniques. For example, it polishes their surgical skills [38]. MISTVR offers
Stanford University introduced the Neurosurgical the added benefits of providing valuable feedback to
Simulation and Virtual Reality Center in 2016, the trainee students, including parameters such as
which provides medical graduates to explore the their handling of the surgical equipment, the duration
structure of the brain and train them to operate of the procedure, and possible errors that could have
[37]. The system has been designed from MRI and been avoided during the virtual surgery. Several
CT scans of real patients, offering trainees with an simulation-based platforms for teaching colonoscopy
opportunity they would only otherwise get while in to healthcare professional are also available, such as
the surgery room. They are also able to investigate GI Mentor™ and EndoVR™ (CAE Healthcare, the old
and operate on a multitude of neurological cases and AccuTouch®, Immersion) [39]. Hysteroscopy has also
on virtual cadavers, providing them a real-time been taught for many years using a VR- platform
experience of the surgical room and how to work called EssureSim, which has been found to contribute
under stress and pressure, while being efficient and to improved precision amongst the trainees [40].
skilled. Psychomotor skills of surgeons are considered More recently, VR training was found to be more
key during laparoscopic procedures, and several pro effective than the standard guide passive learning tool
grams have been available for a decade or more. For for teaching a complicated tibial shaft fracture surgi
example, a study conducted on surgeons to evaluate cal technique [41].
6 P. DHAR ET AL.
Figure 5. In the HoloPatient system, volumetric 3D video capture of a standardized patient sitting in a chair being assessed by
a group of medical students. Students can view the patient and interact with the test results panel and real time vital signs
through the use of the Microsoft HoloLens 2. Here the patient describes chest pain associated with myocardial infarction.
Published with permission from GIGXR (www.gigxr.com/applications/holopatient).
that these AR-interfaced books can offer a respite to space anywhere an internet connection can be made.
students from stagnant and dull text-only based As AR technologies progress, making these technol
learning material that traditional textbooks offer, ogies affordable will be a key focus. Collaborations
making them an exciting tool for both students and between companies, universities and increased fund
educators. ing for this sector will pave way for newer AR/VR
Mobile learning (m-learning) and wearable technol platforms in medical teaching. A classic example is
ogy is a relatively new digital learning platform, that has the Medical Virtuality Lab designed by University of
enormous potential. AR-based learning software could Southern California, Institute for Creative
be provided on students’ personal devices such as Technologies [59]. The primary aim of this institute
mobiles, iPads and tablet computers, or on wearable is to bring individuals and experts from the film and
items such as smart watches, which would make the game industry together with computer and social
adaptation of this technology in medical education far scientists to create and design the platforms for use
more acceptable and cheaper [54,55]. One example of in healthcare education and training.
this concept is the use of Google Glass [56] at the The field of AR offers opportunities for educators
University of California, Irvine School of Medicine, in in the field of medical education to create a rich and
their anatomy courses and hospital rotations [57]. engaging curriculum, offering students the opportu
Google Glass offers the ease and flexibility of accessing nity to not only learn but experience the learning
course content and patient-related information in content/material as well. The disruption to traditional
a hands-free format, at the same time allowing users to classroom teaching due to COVID-19 has led to
communicate via voice command. Another wearable a rapid adaptation of digital teaching tools globally,
technology that can be potentially used in teaching is highlighting the importance of digital technologies,
the use of monitors that can record the health of patients, including AR to ensure student learning is not ham
which is communicated to the smart device of the stu pered. Optimal utilization and continued usage of
dents, which allows students to detect a disease. For digital learning tools has the potential to reform the
example, The University of Michigan is developing medical education sector.
a vapour sensor that can help monitor the health of
patients with diabetes and lung disease [58]. The use of
virtual patients and case scenarios during problem-based Acknowledgments
learning sessions is another approach that may be highly
beneficial in medical teaching (Figure 5). We thank 3D4 Medical, Apperition, and GIGXR for the
use of images.
Other important potential future uses for AR-
based medical education include teaching programs
for individuals with reading disabilities (a barrier to
traditional textbook-based learning), and in remote Disclosure statement
learning contexts to transport the user into a virtual No potential conflict of interest was reported by the author(s).
8 P. DHAR ET AL.
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