Experiential learning with virtual reality: animal handling training

Innovation and Education - Tập 2 - Trang 1-9 - 2020
Florence Mei Kuen Tang1, Ray Mau Fung Lee2, Roy Hok Lai Szeto3, Justin Chak Ting Cheung1, Olivia Miu Yung Ngan4
1Division of Education, School of Biomedical Sciences, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China
2Information Technology Services Centre, The Chinese University of Hong Kong, Hong Kong SAR, China
3Department of Computer Science and Engineering, Faculty of Engineering, The Chinese University of Hong Kong, Hong Kong SAR, China
4CUHK Centre for Bioethics, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China

Tóm tắt

Training in handling laboratory animals is fundamentally imperative to the responsible use of animals in research. Animal welfare topic is underdeveloped in the tertiary education, where instruction is majorly delivered in the format of lecture and group discussion only. Students with limited exposure to the laboratory were inattentive to animal welfare and uncertain how ethics intertwine with science. This paper describes a multi-disciplinary experience in developing and implementing virtual reality (VR) simulation to enhance contextual learning of using animal models in research with digital technology in biomedical science teaching at higher education. The in-house developed courseware consists of student-centred stimulations designed with game elements implemented at the tutorial session. At the first game level, the setting situates at in the preparation room that requires learners to apply the laboratory safety knowledge to wear personal protective equipment. At the second game level, the environment situates at the restricted experimental room to perform hands-on injections on mice. If the learner fails to pick up appropriate safety equipment at the first level, the learner is prohibited from entering the next level. During the simulation, the learner’s interaction is also displayed to the monitor that supports parallel teaching to the larger class. At the debriefing, 3Rs principles were reinforced as a sample framework for performing humane animal research. We illustrate how the hybrid uses of VR technology with gamification, together with didactic pedagogy, offers promise in enforcing working knowledge into better task performance, specifically research skills training. Our experience and students’ feedback show using immersive VR for educational purposes to encourage the learner applying conceptual knowledge in the simulated laboratory setting. Further application of VR in science for vocational training or higher education is feasible to engage students or stakeholders from various disciplines.

Tài liệu tham khảo

Allcoat, D., & von Mühlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology. https://doi.org/10.25304/RLT.V26.2140. Armstrong, P. (2001). Bloom’s taxonomy. Center for Teaching, Vanderbilt University. Retrieved on October 14, 2020 from, https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/. Bester, G., & Brand, L. (2013). The effect of technology on learner attention and achievement in the classroom. South African Journal of Education, 33(2), 1–15. Broom, D. M. (2005). Animal welfare education: Development and prospects. Journal of Veterinary Medical Education, 32(4), 438–441. https://doi.org/10.3138/jvme.32.4.438. Broom, D. M. (2010). Animal welfare: An aspect of care, sustainability, and food quality required by the public. Journal of Veterinary Medical Education, 37(1), 83–88. https://doi.org/10.3138/jvme.37.1.83. Buchanan, J. A. (2004). Experience with virtual reality-based technology in teaching restorative dental procedures. Journal of Dental Education, 68(12), 1258–1265. https://doi.org/10.1002/j.0022-0337.2004.68.12.tb03875.x. Dalgarno, B., & Hedberg, J. (2001). 3D learning environments in tertiary education. Paper presented at the Australian Society for Computers in Learning in Tertiary Education: Meeting at the crossroads. Melbourne: Biomedical Multimedia Unit, The University of Melbourne, pp. 33–36. Retrieved on September 10, 2020 from, https://researchoutput.csu.edu.au/en/publications/3d-learning-environments-in-tertiary-education. De Repentigny, L., Pearson, G., & Wilks, B. (2003). Using simulation as an effective runway incursion prevention strategy. Paper presented at the AIAA modeling and simulation technologies conference and exhibit. Retrieved on September 14, 2020 from, https://doi.org/10.2514/6.2003-5599. Denny, P. (2013). The effect of virtual achievements on student engagement. Paper presented at the Proceedings of the SIGCHI conference on human factors in computing systems, Paris, France. Retrieved on October 14, 2020 from, https://doi.org/10.1145/2470654.2470763. Earnshaw, R. A. (2014). Virtual reality systems. London: Academic Press. Economou, M., & Pujol, L. (2008). Educational tool or expensive toy? Evaluating VR evaluation and its relevance for virtual heritage. In Y. E. Kalay, T. Kvan, & J. Affleck (Eds.), New heritage: New media and cultural heritage (pp. 242–260). London: Routledge. Egger, J., Gall, M., Wallner, J., Boechat, P., Hann, A., Li, X., et al. (2017). HTC Vive MeVisLab integration via OpenVR for medical applications. PLoS ONE, 12(3), e0173972. Filipecki, A. T. P., Machado, C. J. S., Valle, S., & Teixeira, Md O. (2011). The Brazilian Legal Framework on the scientific use of animals. Institute for Laboratory Animal Research Journal, 52(1), E8–E15. https://doi.org/10.1093/ilar.52.1.E8. Garcia, E. T., Ware, S. G., & Baker, L. J. (2019). Measuring presence and performance in a virtual reality police use of force training simulation prototype. Paper presented at the 32nd international Flairs Flordia artificial intelligence research society conference. Goldberg, A. M. (2010). The principles of humane experimental technique: Is it relevant today? Alternatives to animal experimentation, 27(2), 149–151. https://doi.org/10.14573/altex.2010.2.149. Goswami, U. (2008). Principles of learning, implications for teaching: A cognitive neuroscience perspective. Journal of Philosophy of Education, 42(3–4), 381–399. https://doi.org/10.1111/j.1467-9752.2008.00639.x. Jacobson, J., Le Renard, M., Lugrin, J. L., & Cavazza, M. (2005). The CaveUT system: Immersive entertainment based on a game engine. Paper presented at the proceedings of the 2005 ACM SIGCHI international conference on advances in computer entertainment technology. Retrieved on March 15, 2020 from, https://doi.org/10.1145/1178477.1178503. Juarez, A., Schonenberg, W., & Bartneck, C. (2010). Implementing a low-cost CAVE system using the CryEngine2. Entertainment Computing, 1(3–4), 157–164. https://doi.org/10.1016/j.entcom.2010.10.001. Kurosawa, T. M. (2008). Japanese regulation of laboratory animal care with 3Rs. Japanese regulation of laboratory animal care with 3Rs. In Alternatives to animal testing and experimentation, proceeding of the 6th world congress on alternatives & animal use in the life sciences, pp. 317–321. Lim, C. P., Wang, T., & Graham, C. (2019). Driving, sustaining and scaling up blended learning practices in higher education institutions: A proposed framework. Innovation and Education, 1(1), 1–12. https://doi.org/10.1186/s42862-019-0002-0. Mól, A. C. A., Jorge, C. A. F., & Couto, P. M. (2008). Using a game engine for VR simulations in evacuation planning. IEEE Computer Graphics and Applications, 28(3), 6–12. Nerlekar, S., Karia, S., Harshe, D., Warkari, R., & Desousa, A. (2018). Attitude and knowledge of undergraduate medical students towards the use of animals in medical research: An exploratory study. Journal of Clinical & Diagnostic Research. https://doi.org/10.7860/jcdr/2018/32260.11768. Ngan, O. M. Y., Tang, T. L. H., Chan, A. K. Y., Chen, D. M., & Tang, F. M. K. (2017). Blended learning in anatomy teaching for non-medical students: An innovative approach to the health professions education. Health Professions Education, 4(2), 149–158. https://doi.org/10.1016/j.hpe.2017.11.001. Niehorster, D. C., Li, L., & Lappe, M. (2017). The accuracy and precision of position and orientation tracking in the HTC vive virtual reality system for scientific research. i-Perception, 8(3), 1–23. https://doi.org/10.1177/2041669517708205. Orlans, F. B. (1993). In the name of science: Issues in responsible animal experimentation. Oxford: Oxford University Press. Osborne, N. J., Payne, D., & Newman, M. L. (2009). Journal editorial policies, animal welfare, and the 3Rs. American Journal of Bioethics, 9(12), 55–59. https://doi.org/10.1080/15265160903318343. Pelley, J. (2014). Making active learning effective. Medical Science Educator, 24(1), 13–18. https://doi.org/10.1007/s40670-014-0087-1. Ponder, M., Papagiannakis, G., Molet, T., Magnenat-Thalmann, N., & Thalmann, D. (2003). VHD ++ development framework: Towards extendible, component based VR/AR simulation engine featuring advanced virtual character technologies. Paper presented at the Computer Graphics International. Retrieved on March 15, 2020 from, https://doi.org/10.1109/CGI.2003.1214453. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education. https://doi.org/10.1016/j.compedu.2019.103778. Reason, J. T., & Brand, J. J. (1975). Motion sickness. London: Academic press. Rochelle, A. B. F., Pasian, S. R., Silva, R. H. A., & Rocha, M. J. A. (2016). Perceptions of undergraduate students on the use of animals in practical classes. Advances in Physiology Education, 40(3), 422–424. https://doi.org/10.1152/advan.00019.2016. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006. Seth, A., Vance, J. M., & Oliver, J. H. (2011). Virtual reality for assembly methods prototyping: A review. Virtual Reality, 15(1), 5–20. https://doi.org/10.1007/s10055-009-0153-y. Smith, S. P., & Carter, T. (2010). A virtual environment to test police and public awareness of anti-social behaviour indicators. International Journal of Police Science & Management. https://doi.org/10.1350/ijps.2010.12.4.196. Taylor, J., & Curran, K. (2016). Using leap motion and gamification to facilitate and encourage rehabilitation for hand injuries: leap motion for rehabilitation. In Handbook of research on holistic perspectives in gamification for clinical practice (pp. 183–192). Pennsylvania: IGI Global. Tergas, A. I., Sheth, S. B., Green, I. C., Giuntoli, R. L., Winder, A. D., & Fader, A. N. (2013). A pilot study of surgical training using a virtual robotic surgery simulator. Journal of the Society of Laparoendoscopic Surgeons, 17(2), 219–226. https://doi.org/10.4293/108680813X13654754535872. Wang, S., Mao, Z., Zeng, C., Gong, H., Li, S., & Chen, B. (2010). A new method of virtual reality based on Unity3D. Paper presented at the 18th international conference on geoinformatics. Retrieved on March 15, 2020 from, https://doi.org/10.1109/geoinformatics.2010.5567608. Wells, D. J. (2011). Animal welfare and the 3Rs in European biomedical research. Annals of the New York Academy of Sciences, 1245(1), 14–16. https://doi.org/10.1111/j.1749-6632.2011.06335.x. Whittall, H. (2009). Information on the 3Rs in animal research publications is crucial. American Journal of Bioethics, 9(12), 60–61. https://doi.org/10.1080/15265160903323095. Yahaya, W. A. J. W., & Ahmad, A. (2017). Virtual reality courseware towards achievement of transfer learning among students with different spatial ability. Journal of Telecommunication, Electronic and Computer Engineering, 9(2–11), 51–54.