Abstract

There is increasing use of augmented reality (AR) technology, which combines the virtual and real world, in the tertiary education sector. AR enables flexibility in student learning, since this technology may be used in the face to face setting and may also be accessed by students at any time outside of this setting. The purpose of this study was to develop an AR tool and investigate its effectiveness for learning about the medication naloxone using AR in a MagicBook; and determine student opinions on its acceptability and usability. Using a sequential explanatory, mixed method design, 25 undergraduate pharmacy students were recruited to participate in the study. Pre- and post-tests were used to measure changes in knowledge and a survey was used to collect information on the usability and acceptability of AR for learning. The findings of the study indicated that AR technology was able to support student learning on the chosen topic, showing 42% improvement in quiz score p < 0.0001, and that students found using AR was stimulating, interactive, engaging and easy to follow. Thus, AR technology could be an effective way to enhance student learning about medicines.

Highlights

  • In the health and education sectors, the growing use of immersive technologies, such as AugmentedReality (AR) and Virtual Reality (VR), have generated new opportunities to enhance the development of clinical and communication skills of students as well as the way in which they learn [1,2]

  • On a Likert scale of 1 to 5, most students indicated a high degree of user acceptance and acceptability of the augmented reality (AR) MagicBook, (Table 5)

  • The use of the AR tool stimulated my interest to learn about medicines

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Summary

Introduction

In the health and education sectors, the growing use of immersive technologies, such as AugmentedReality (AR) and Virtual Reality (VR), have generated new opportunities to enhance the development of clinical and communication skills of students as well as the way in which they learn [1,2]. In the health and education sectors, the growing use of immersive technologies, such as Augmented. It has been suggested that using AR for learning enables students to have a more absorbing and engaging environment without the loss of real world experiences [2,5]. The use of AR as a teaching resource represents a student-centred approach to learning. AR tools may be used to augment traditional teaching modalities such as face to face learning. These resources provide students with the flexibility to access and revisit content and concepts at any time or location outside of the classroom setting.

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