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      Distance learning ects and flipped classroom in the anatomy learning: comparative study of the use of augmented reality, video and notes

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          Abstract

          Background

          The establishment of the ECTS (European Credit Transfer System) is one of the pillars of the European Space of Higher Education. This way of accounting for the time spent in training has two essential parts, classroom teaching (work with the professor) and distance learning (work without the professor, whether in an individual or collective way). Much has been published on the distance learning part, but less on the classroom teaching section. In this work, the authors investigate didactic strategies and associated aids for distance learning work in a concept based on flipped classroom where transmitting information is carried out with aids that the professor prepares, so that the student works in an independent way before the classes, thus being able to dedicate the classroom teaching time to more complex learning and being able to count on the professor’s help.

          Methods

          Three teaching aids applied to the study of anatomy have been compared: Notes with images, videos, and augmented reality. Four dimensions have been compared: the time spent, the acquired learnings, the metacognitive perception, and the prospects of the use of augmented reality for study.

          Results

          The results show the effectiveness, in all aspects, of augmented reality when compared with the rest of aids.

          The questionnaire assessed the acquired knowledge through a course exam, where 5.60 points were obtained for the notes group, 6.54 for the video group, and 7.19 for the augmented reality group. That is 0.94 more points for the video group compared with the notes and 1.59 more points for the augmented reality group compared with the notes group.

          Conclusions

          This research demonstrates that, although technology has not been sufficiently developed for education, it is expected that it can be improved in both the autonomous work of the student and the academic training of health science students and that we can teach how to learn. Moreover, one can see how the grades of the students who studied with augmented reality are more grouped and that there is less dispersion in the marks compared with other materials.

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          Most cited references22

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          The flipped classroom: a course redesign to foster learning and engagement in a health professions school.

          Recent calls for educational reform highlight ongoing concerns about the ability of current curricula to equip aspiring health care professionals with the skills for success. Whereas a wide range of proposed solutions attempt to address apparent deficiencies in current educational models, a growing body of literature consistently points to the need to rethink the traditional in-class, lecture-based course model. One such proposal is the flipped classroom, in which content is offloaded for students to learn on their own, and class time is dedicated to engaging students in student-centered learning activities, like problem-based learning and inquiry-oriented strategies. In 2012, the authors flipped a required first-year pharmaceutics course at the University of North Carolina Eshelman School of Pharmacy. They offloaded all lectures to self-paced online videos and used class time to engage students in active learning exercises. In this article, the authors describe the philosophy and methodology used to redesign the Basic Pharmaceutics II course and outline the research they conducted to investigate the resulting outcomes. This article is intended to serve as a guide to instructors and educational programs seeking to develop, implement, and evaluate innovative and practical strategies to transform students' learning experience. As class attendance, students' learning, and the perceived value of this model all increased following participation in the flipped classroom, the authors conclude that this approach warrants careful consideration as educators aim to enhance learning, improve outcomes, and fully equip students to address 21st-century health care needs.
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            Immersive interfaces for engagement and learning.

            Chris Dede (2009)
            Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is "inside" a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.
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              Experiential learning: Experience as a source of learning and development

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                Author and article information

                Contributors
                javier.ferrer@ucv.es
                mangel.jimenez@ucv.es
                javier.torralba@ucv.es
                fernanda.garzon@ucv.es
                marcelino.perez@ucv.es
                nadiafernandez@mail.ucv.es
                Journal
                BMC Med Educ
                BMC Med Educ
                BMC Medical Education
                BioMed Central (London )
                1472-6920
                1 September 2016
                1 September 2016
                2016
                : 16
                : 1
                : 230
                Affiliations
                [1 ]Department of Podiatry, School of Physiotherapy and Podiatry, Catholic University of Valencia San Vicente Martir, C/ Ramiro de Maeztu 14, Torrente, 46900 Spain
                [2 ]Didactics and Educational Innovation, School of Psychology, Teaching and Educational Sciences, Catholic University of Valencia San Vicente Martir, Valencia, Spain
                [3 ]Faculty of Nursing, Catholic University of Valencia San Vicente Martir, Valencia, Spain
                [4 ]Doctoral School Catholic University of Valencia San Vicente Martir, Valencia, Spain
                Author information
                http://orcid.org/0000-0002-4617-7659
                Article
                757
                10.1186/s12909-016-0757-3
                5007708
                27581521
                6d170bf8-340c-41fa-b3a1-9e1d67b75dab
                © The Author(s). 2016

                Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License ( http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver ( http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.

                History
                : 11 December 2015
                : 25 August 2016
                Categories
                Research Article
                Custom metadata
                © The Author(s) 2016

                Education
                ects,flipped classroom,metacognition,anatomy,augmented reality,autonomous learning
                Education
                ects, flipped classroom, metacognition, anatomy, augmented reality, autonomous learning

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