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Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study

Saad Salem, Joyce Cooper, Jennifer Schneider, Hayley Croft, Irene Munro

2020Pharmacy27 citationsDOIOpen Access PDF

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.

Topics & Concepts

UsabilityPharmacyAugmented realityComputer scienceResource (disambiguation)Mobile deviceMultimediaMedical educationHuman–computer interactionMedicineWorld Wide WebNursingComputer networkAugmented Reality ApplicationsSurgical Simulation and TrainingAnatomy and Medical Technology