Evidence map›Paper›PMID 40523213›Full record

ArticleJMIR serious games2025

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

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

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed.

  1. Article
  2. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Jascha GrübelLaboratory for Geo-Information Science and Remote Sensing, Department of Environmental Sciences, Wageningen University, Droevendaalsesteeg 4, Wageningen, 6708 PB, The Netherlands, +41 44 632 51 54.ORCID http://orcid.org/0000-0002-6428-4685
Julia ChatainGame Technology Center, Department of Computer Science, ETH Zurich, Zürich, Switzerland.ORCID http://orcid.org/0000-0003-1626-4601
Claudio SchmidCenter for Dental Medicine, Clinic of Cranio-Maxillofacial and Oral Surgery, University of Zurich, Zürich, Switzerland.ORCID http://orcid.org/0000-0002-8379-9000
Violaine FayolleGame Technology Center, Department of Computer Science, ETH Zurich, Zürich, Switzerland.ORCID http://orcid.org/0000-0002-7622-2449
Fabio ZündGame Technology Center, Department of Computer Science, ETH Zurich, Zürich, Switzerland.ORCID http://orcid.org/0009-0006-6366-587X
Reinhard GruberCompetence Center of Oral Biology, University Clinic of Dentistry, Medical University of Vienna, Vienna, Austria.ORCID http://orcid.org/0000-0001-5400-9009
Bernd StadlingerCenter for Dental Medicine, Clinic of Cranio-Maxillofacial and Oral Surgery, University of Zurich, Zürich, Switzerland.ORCID http://orcid.org/0000-0001-5044-7052

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical education. AR is being increasingly used in medicine and dental education to improve student learning, particularly in understanding complex concepts such as bone remodeling. Active learning strategies, supported by AR, boost student autonomy, reduce cognitive load, and improve learning outcomes across various disciplines. AR is gaining popularity in higher education as it enhances active learning, reduces cognitive load, and improves cognitive, meta-cognitive, and affective outcomes, particularly in medical and nursing education. The effectiveness of immersive AR in enhancing understanding of complex physiological processes is still unclear, with a lack of rigorous studies on its impact and how to effectively convert academic content into AR. Objective: We assess the capacity of AR-enhanced content for learning medical knowledge with a state-of-the-art AR game published along with a modern cell atlas of the oral cavity. To assess AR-enhanced content for learning, we formulated hypotheses on the general impact on learning (H1), specific improvements in learning (H2), and long-term retention (H3). Methods: An AR serious game was developed to represent current knowledge on osteoclasts for classroom use. The game was evaluated in an unblinded face-to-face vignette experiment (39 participants). Learning outcomes on "Osteoclasts" were compared between the AR game (17 participants) and a textbook-only option (20 participants) conveying the same content. Participants were randomly assigned and learning success was measured at three time-points, immediately after the experiment session, 1 week later, and 1 month later, via web-based surveys. Results: The AR serious game elicited strong interest in the topic (perceived relevance in Attention, Relevance, Confidence, and Satisfaction [ARCS], W=10,417; P<.001) and motivated students by increasing self-efficacy (confidence in ARCS, W=11,882.5; P=.02) and satisfaction (in ARCS, W=4561; P<.001). The learning outcomes were comparable to text-based self-learning (t=2.0103; PBonferroni=.095). Furthermore, curious students benefited more from interactive learning methods compared with text-only methods and had higher learning success (t=-2.518; P=.02). Conclusions: 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.

Indexed as

augmented realitycommunicationeducational gamemedical studentoral cavityosteoclastsserious gametablet-based augmented realityuser studyvignette experiment

Identifiers

PMID40523213
PMCPMC12185033

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.