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

Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we could not confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design influences student perception of the material (H2d). Due to attrition, long-term learning outcomes (H3) could not be assessed. AR-based learning may particularly benefit curious students, who often struggle with text-heavy methods. As students are increasingly accustomed to brief, engaging content, teaching approaches must adapt.

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Publication Details

Journal
JMIR Serious Games
Published
2025-03-07
DOI
https://doi.org/10.2196/64751
Citations
1
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
1.28

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article

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

Violaine Fayolle, Reinhard Gruber, Julia Chatain, Bernd Stadlinger et al.
1 citations
JMIR Serious Games
Augmented Reality Applications
1.28
article

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

Violaine Fayolle, Reinhard Gruber, Julia Chatain, Bernd Stadlinger, Jascha Grübel, Claudio Schmid, Fabio Zünd
article en
1 citations

Abstract

Introducing new technology such as AR into teaching requires technological investment, updated curricula, and careful application of learning paradigms. We found support for improved motivation (H1) and some evidence of AR's baseline effectiveness (H2a). While we could not confirm AR's impact on visual tasks overall (H2b), we noted an interesting interaction between curiosity and visual task outcomes (H2c), as well as how game design influences student perception of the material (H2d). Due to attrition, long-term learning outcomes (H3) could not be assessed. AR-based learning may particularly benefit curious students, who often struggle with text-heavy methods. As students are increasingly accustomed to brief, engaging content, teaching approaches must adapt.

JMIR Serious GamesVol. 13
Harvard University (US), University of Zurich (CH), ETH Zurich (CH), Technologies pour la Santé (FR), Dana-Farber/Harvard Cancer Center (US), Walt Disney (Switzerland) (CH), Medical University of Vienna (AT), Wageningen University & Research (NL)
Eidgenössische Technische Hochschule Zürich
Openalex Percentile: Top 23%
Augmented Reality Applications
1.28
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Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment — Violaine Fayolle, Reinhard Gruber, et al. · JMIR Serious Games (2025) | TGRS Research Map | TGRS