Abstract

Creating engaging learning experiences that are easy to use and support the different learning requirements of university students is challenging. However, improvements in simulation technologies, such as augmented reality (AR) and virtual reality (VR), are making such changes possible. The aim of this study is to use a mobile-based AR technology to develop an interactive learning module about contraceptive devices and medicines and to measure its acceptability and usability by undergraduate pharmacy students. The learning module comprising AR images of contraceptive medicines, case studies relating to their use and a series of directed questions was completed by 33 pharmacy students. Students answered a survey to collect information about the usability and acceptability of AR for learning. The results show that the majority of students reported that AR is a useful resource for learning about medicines compared to more traditional methods, such as didactic lectures and tutorials. Students indicated that the AR application was easy to use and improved their knowledge of medicines. These findings suggest that AR technology is a useful tool to create engaging and easy to use learning experiences for university students.

Highlights

  • Progressive improvements in technology are revolutionising the way educators deliver teaching while simultaneously supporting student learning

  • Out of the 37 students enrolled in the third-year clinical pharmacotherapy course, a total of 33 (89.2%) pharmacy students consented to participate in the augmented reality (AR) learning experience and answered a survey questionnaire on completion

  • This study demonstrated that academic staff with minimal specialised skills in AR can develop AR modules for use in pharmacy undergraduate pharmacotherapy teaching

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Summary

Introduction

Progressive improvements in technology are revolutionising the way educators deliver teaching while simultaneously supporting student learning. Research has shown that student learning and achievement can be enriched and improved with the use of computer technology within the classroom [2]. As mobile technologies such as laptop computers, tablets and smartphones have developed, they have become more affordable, with educational software/programs becoming more user-friendly and familiar enabling increasing engagement in learning using different approaches [3]. Institutionally supported technology, with online learning management systems such as Blackboard, available generally to all students. This technology appears to be primarily used for the delivery of learning materials for a whole course and for administration purposes [4,5]. The use of academic-led learning technologies such as simulation, virtual reality (VR) and augmented reality (AR), which appear to be used in individual lectures tutorials and workshops within a course in specific disciplines [6,7]

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