Integrating Virtual Reality Game‐Based Learning to Enhance Metacognition in Medical Anatomy Education

Medical anatomy education has traditionally relied on lectures, hands-on prosection, and textbooks, with recent enhancements through digital materials. This study investigates the integration of virtual reality (VR) technology in anatomy education and its impact on student engagement, metacognitive development, and learning outcomes. Through two experimental cycles with first-year medical students, the VR application was evaluated across key usability dimensions, including engagement, engrossment, and total immersion, alongside its contribution to fostering metacognitive strategies through metacognitive dimensions. Results demonstrated high levels of student engagement, with 3D anatomical structures emerging as the most valued feature. The usability evaluations indicated the platform's intuitive design; although some technical barriers highlighted the need for improved onboarding and tutorials. Emotional attachment to the application was significant, whereas the focus of attention and presence demonstrated areas for growth, requiring more dynamic and interactive content. The findings emphasize the potential of VR to complement traditional anatomy education by providing immersive and interactive learning experiences. However, challenges such as limited content depth, the need for collaborative features, and better alignment with curricular objectives were identified. Future work should prioritize expanding the range of 3D anatomical structures, integrating personalized feedback through advanced analytics, and reducing technological barriers to accessibility. By addressing these areas, VR technology can serve as a transformative tool in medical education, bridging the gap between theoretical knowledge and practical application while equipping students with the skills and strategies necessary for their professional development.

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Publication Details

Journal
Clinical Anatomy
Published
2025-08-09
DOI
https://doi.org/10.1002/ca.70019
Citations
2
Primary Topic
Anatomy and Medical Technology
Type
article
Field-Weighted Citation Impact
1.35

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article

Integrating Virtual Reality Game‐Based Learning to Enhance Metacognition in Medical Anatomy Education

Emilio Farfán, Nicolás Ernesto Ottone, Óscar Inzunza, Macarena Soto Alvarado et al.
2 citations
Clinical Anatomy
Anatomy and Medical Technology
1.35
article

Integrating Virtual Reality Game‐Based Learning to Enhance Metacognition in Medical Anatomy Education

Emilio Farfán, Nicolás Ernesto Ottone, Óscar Inzunza, Macarena Soto Alvarado, Richard Shane Tubbs, Andrés Neyem, Matías Cadile, Sebastián A. Burgos‐Martínez
article en
2 citations

Abstract

Medical anatomy education has traditionally relied on lectures, hands-on prosection, and textbooks, with recent enhancements through digital materials. This study investigates the integration of virtual reality (VR) technology in anatomy education and its impact on student engagement, metacognitive development, and learning outcomes. Through two experimental cycles with first-year medical students, the VR application was evaluated across key usability dimensions, including engagement, engrossment, and total immersion, alongside its contribution to fostering metacognitive strategies through metacognitive dimensions. Results demonstrated high levels of student engagement, with 3D anatomical structures emerging as the most valued feature. The usability evaluations indicated the platform's intuitive design; although some technical barriers highlighted the need for improved onboarding and tutorials. Emotional attachment to the application was significant, whereas the focus of attention and presence demonstrated areas for growth, requiring more dynamic and interactive content. The findings emphasize the potential of VR to complement traditional anatomy education by providing immersive and interactive learning experiences. However, challenges such as limited content depth, the need for collaborative features, and better alignment with curricular objectives were identified. Future work should prioritize expanding the range of 3D anatomical structures, integrating personalized feedback through advanced analytics, and reducing technological barriers to accessibility. By addressing these areas, VR technology can serve as a transformative tool in medical education, bridging the gap between theoretical knowledge and practical application while equipping students with the skills and strategies necessary for their professional development.

Clinical AnatomyVol. 39(2)
Tulane University (US), Universidad de La Frontera (CL), Ochsner Health System (US), St. George's University (GD), Pontificia Universidad Católica de Chile (CL), The University of Queensland (AU), Agencia Nacional de Investigación y Desarrollo (CL)
Universidad de La Frontera, Agencia Nacional de Investigación y Desarrollo
Quality Education
Openalex Percentile: Top 18%
Anatomy and Medical Technology
1.35
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