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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 30, 2024
Open Peer Review Period: Aug 4, 2024 - Sep 29, 2024
Date Accepted: Mar 7, 2025
Date Submitted to PubMed: Mar 19, 2025
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment

Grübel J, Chatain J, Schmid C, Fayolle V, Zünd F, Gruber R, Stadlinger B

Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment

JMIR Serious Games 2025;13:e64751

DOI: 10.2196/64751

PMID: 40103517

PMCID: 12185033

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Applying Augmented Reality to Convey Medical Knowledge On Osteoclasts: A User Study

  • Jascha Grübel; 
  • Julia Chatain; 
  • Claudio Schmid; 
  • Violaine Fayolle; 
  • Fabio Zünd; 
  • Reinhard Gruber; 
  • Bernd Stadlinger

ABSTRACT

Background:

Augmented Reality (AR) as an interactive communication tool has matured to the point that it can be used in the classroom to engage medical students.

Objective:

We assess a state-of-the-art AR game published together with a modern cell atlas on cells of the oral cavity to investigate the trade-offs of the new technology to convey medical knowledge.

Methods:

A serious game is designed and created to represent state-of-the-art knowledge on osteoclasts for the classroom. The game is evaluated for its usability and a vignette experiment is conducted comparing the topic of Osteoclasts in the AR game and a textbook option conveying the same information. Participants are randomly assigned and their learning success is measured after the treatment, one week later and one month later. We also assess the use of the game in the app store to gain general insights.

Results:

A serious game elicits strong interest in the topic and motivates students. The learning outcomes are comparable to text-based self-learning but with higher engagement. Furthermore, curious students benefit more from interactive learning methods compared to text-only methods and have higher learning success.

Conclusions:

Introducing new technology like AR into teaching curricula requires technological investment, updated curricula and careful application of learning paradigms. AR-based learning may serve especially curious students that usually learn less in text-heavy teaching. In addition, a new generation of students is soon entering the classroom that is very used to short and entertaining information exchanges and our methods repertoire needs to adapt to these new realities.


 Citation

Please cite as:

Grübel J, Chatain J, Schmid C, Fayolle V, Zünd F, Gruber R, Stadlinger B

Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment

JMIR Serious Games 2025;13:e64751

DOI: 10.2196/64751

PMID: 40103517

PMCID: 12185033

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