Augmented Reality in Medical Teaching-Learning Process Content: A Systematic Review

Author(s):  
Isabela Bianchi ◽  
Alexandre Lazaretti Zanatta ◽  
Rafael Rieder
Author(s):  
Carlos Rodríguez-Abad ◽  
Josefa-del-Carmen Fernández-de-la-Iglesia ◽  
Alba-Elena Martínez-Santos ◽  
Raquel Rodríguez-González

The objective of this study was to investigate the usability of the augmented reality (AR) in higher education in the area of health sciences to describe what type of interventions have been developed, their impact on various psychopedagogical aspects of the students as well as the main advantages, disadvantages and challenges in incorporating AR in the teaching-learning process. A systematic review was carried out in the CINAHL, PsycINFO, MEDLINE, Web of Science databases and the Google Scholar search engine. The search was limited to original research articles written in English, Spanish or Portuguese since 2014. The quality of the selected articles (n = 19) was assessed using the Mixed Methods Appraisal Tool (MMAT). The applications and electronic devices used and the measurement instruments used were described. The use of AR made it easier for students to acquire skills, especially in courses with a high component of three-dimensional visualization, and positively influenced various aspects of the learning process such as motivation, satisfaction or autonomous learning. As an educational technological tool applied to higher education in health sciences, AR improves the teaching-learning process by influencing it in a multidimensional way.


2020 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Muhammad Bayu Purnama ◽  
Zayus Rifan Zafarani ◽  
Sapta Nugraha

Malang Rapat is one of the villages which is located in the range of coastal region, Bintan regency, Riau islands Province. Most people in this village do not complete elementary level of education. Only a few graduate from Elementary School, Junior High School and Senior High School. The rate of education and its quality of human resources are very low. This condition is due to the monotonous system of teaching-learning process and lack of facilities and infrastructures. These are the problems that cause low quality of education. This research aims at developing teaching-learning process by applying Augmented Reality-Based Fun Book Technology (Round Table Learning Media) for Teaching-Learning of Coastal Community. This application is to develop knowledge by applying quizzes and games. The result obtained is that this technology is capable for handling the problems of low quality of education with its monotonous system of teaching-learning process.


2021 ◽  
Vol 9 (4) ◽  
pp. 781-791
Author(s):  
Ximena A. Rosero Benavides ◽  
Israel D. Herrera-Granda ◽  
Erick P. Herrera Granda

2019 ◽  
Vol 1 (2) ◽  
pp. 60
Author(s):  
Akbar Permana Putra ◽  
Tri Widodo ◽  
Tri Rochmadi

Educational Equity in Indonesia is categorized low, it is approved by decreased amount of facilities used in learning process. There are finded in only particular sectors like city, then in village and minorities have not been got the same right. The using of learning media is so helpful in delivering the material among to the students and can be used as dynamic teaching material so it can help in catching and understanding the material. Augmented reality is one of technological development that can be used in making learning media in android operation system with using marker as object reader such as seven wonders of the world. The using of augmented reality makes the object more factual so it can increase students’s motivation in learning. The method used in making this media is Systems Development Life Cycle method followed as 1) Analysis, 2) Design, 3) Testing, 4) Implementation and 5) Maintenance. Testing in making learning media application seven wonders of the world is applied with using black box testing and media expert, material expert and users’s testing. The testing result presents this media can help teaching learning process with percentage average is 90.37 % got from media expert’s testing in 86,36%, material expert’ testing in 87,5%, and user’s testing in 97,27%. It means this learning media is so practiced.


2021 ◽  
pp. 451-461
Author(s):  
E. Fabián Rivera ◽  
Edison E. Morales ◽  
Carla Cristina Florez ◽  
Renato M. Toasa

2017 ◽  
Vol 13 (25) ◽  
pp. 129 ◽  
Author(s):  
Franklin Montecé-Mosquera ◽  
Alexis Verdesoto-Arguello ◽  
Carlos Montecé-Mosquera ◽  
Cesar Caicedo-Camposano

The vertiginous advances in terms of information anda communication technologies mean allow innovative ways to stregthen aspects related to knowledge. With the passing of the last years the Augmented Reality RA has positioned itself as a technology that has approached different environments of society, environments related to advertising, marketing, video games and in education has generated a high impact. Augmented reality is technology that contributes resources to the world, it seeks to determine if the incorporation of technologies contribute an enrichment to the teaching-learning process. Considering the analysis of works related to the theme, the reality may be d efined as that additional information obtained by observation of an environment with the objective to innovate the teaching process by providing a tool that presents the user: interaction, entertainment and motivation learning.


Author(s):  
Andrés Mauricio Arciniegas ◽  
José Alonso Oviedo Monroy

Introduction: this article is a product of the innovation project “Integration of augmented reality in the teaching-learning process of bone injuries”, developed during 2018 in the Trade and Services Center of the National Training Service SENA in Tolima. Problem: The Trade and Services Center, and the technological network of health services does not have an easily accessible tool that allows you to permanently develop a knowledge check against possible cases of polytraumatism and the incidence of fractures in front of the epidemiological profile making an identification of the characteristics of the same. Objective: Integrate augmented reality tools in the teaching-learning process of bone injuries. Methodology: Descriptive-propositive of qualitative nature, descriptive when skeletal lesions were characterized and propositive as soon as an application for mobile devices was generated aimed at improving the teaching-learning process of fractures. Results: a mobile application based on Augmented Reality was developed, which supports the teaching-learning process of bone injuries. Conclusions: three-dimensional models of bones and bone lesions have been recreated, allowing trainees to assimilate their characteristics and primary management effectively, thus reinforcing their learning through interactive contents. Limitations: the project only covers the learning of bone injuries.


2021 ◽  
Vol 2 (4) ◽  
pp. 6246-6258
Author(s):  
Andrea de las Mercedes Arias Padilla ◽  
Tania Gloria Tapia Opazo ◽  
Natacha Alejandra Pino Acuña ◽  
Juan José Gutiérrez Álvarez

La química es una ciencia básica que incluye conceptos abstractos, fenómenos y objetos que no pueden verse a simple vista, lo que dificulta un aprendizaje significativo y homogéneo en los estudiantes, además de obstaculizar la motivación en el proceso de aprendizaje de esta ciencia. Por lo anterior, este trabajo propone como objetivo general el diseño e implementación de una aplicación móvil con tecnología de Realidad Aumentada (RA) para utilizar como apoyo en el proceso de enseñanza-aprendizaje de la Química General en carreras de ingeniería de la Universidad de La Frontera, y que nos permita determinar el grado de motivación que genera en los estudiantes. La propuesta, tiene como primera etapa el diseño de la aplicación móvil con uso de RA en la temática de Equilibrio ácido-base, utilizando el motor de videojuegos multiplataforma Unity y el SDK de Vuforia, y una segunda etapa de prueba de la implementación a estudiantes de primer año de Ingeniería, donde además se aplicó una encuesta de percepción. En esta última, los estudiantes manifestaron una gran aceptación de la aplicación, además de señalar que la incorporación de nuevas tecnologías en la enseñanza de la química permite una mayor motivación e interés en la clase.   Chemistry is a basic science that includes abstract concepts, phenomena and objects that can not be seen with the naked eye. That  makes more difficult for the students to obtain a meaningful and homogeneous learning, and makes more difficult to get motivation in the Chemistry learning process. That is why the general objective of this work is the design and implementation of an application using augmented reality  in order to use the application as a complementary material in the Chemistry teaching-learning  process, in the subject General Chemistry for engineering careers in Universidad de la Frontera, and to determinate how motivated the students can be after using this application. The first phase in this process is the designing of the application using augmented reality with the subject acid-base balance, using the videogames multiplatform motor Unity and the Vuforia´s SDK. The second phase was  testing the application on first year engineer students in Universidad de la Frontera, it was also added a poll to have an opinion of them. They were satisfied with the application and declared that the use of new technologies increases the motivation for the subject.  


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