Three-Dimensional Virtual Reality Patient Model for Enhanced Student Learning

Three-Dimensional Virtual Reality Patient Model for Enhanced Student Learning

Academic Year:
2016 - 2017 (June 1, 2016 through May 31, 2017)
Funding Requested:
$6,000.00
Project Dates:
-
Applicant(s):
Chair Uniqname:
Overview of the Project:
This project will establish the extent to which a Virtual Reality Patient Model (VRPM) using 3D advanced visualization technology can improve student’s knowledge acquisition and analysis in diagnosis and treatment planning of complex dental cases involving orthodontics and jaw surgery.

Conventional method for teaching surgical-orthodontic cases has not changed significantly since the inception of this combined treatment modality many decades ago. The introduction of 3D imaging technology, including cone beam computed tomography (CBCT) images and advances in digital technology, allows for the development of more advanced visualization techniques and learning strategies in this complex clinical domain.

In this project we will utilize a recently developed 3D virtual reality patient model and determine if use of this 3D model enhances student learning in the diagnosis and treatment planning of complex orthodontic surgical cases, when compared to the conventional 2D method. We will also examine differences in time and type of student-teacher interactions when comparing conventional and virtual reality teaching methods.

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Number of Graduate Students Affected Annually:
68 graduate students
Number of Undergraduate Students Affected Annually:
0 undergraduate students
Budget Administrator:
lalenio@umich.edu
Final Report Fields
Project Objectives:

project overview

The study will consist of a randomized pretest-posttest comparison group design. Study methodology will include comparison of baseline and exit surveys, multiple choice question pretest and posttest scores, and scores from diagnosis and treatment planning worksheets of two test cases. Student-teacher interactions will be recorded for types of interactions (technical, surgical prediction method, diagnosis, treatment planning, and other) and the length of interaction will be quantified. Data will be analyzed using descriptive statistics, and tested for evidence of significant association and/or correlation with each of the two educational intervention groups.

project objectives

The objective of this study was to evaluate the feasibility of the testing methods and compare student understanding in diagnosing and treatment planning complex orthognathic cases using the VR Patient versus the 2D prediction tracing method.

Project Achievements:

This preliminary study explored the feasibility of the study methods and compared understanding of dental students in diagnosing and treatment planning of complex orthognathic cases using the VR Patient and traditional 2D tracing method. We found that student understanding improved immediately following the educational intervention; however, no significant difference was found between the two groups. There was a trend toward increase knowledge retention for the VR group but this was not statistically significant. This may be due to a small sample size. since concluding this study, we were able to introduce this educational tool in a graduate course, specifically, Ortho754 Orthognathic surgery to help graduate orthodontic residents to learn about jaw surgery prediction using VR.

Continuation:
There are multiple projects ongoing utilizing the VR workstations that has been funded by this grant. Also, we were able to receive further funding through Oculus Education Group using our preliminary study results.
Dissemination:
The manuscript "A COMPARISON OF 2-DIMENSIONAL PREDICTION TRACING AND A VIRTUAL REALITY PATIENT METHOD FOR DIAGNOSIS AND TREATMENT PLANNING OF ORTHOGNATHIC CASES IN DENTAL STUDENTS: A RANDOMIZED PRELIMINARY STUDY" has been accepted for publication by Virtual Reality journal. Oral presentations were made at national meetings.
Advice to your Colleagues:
Getting the initial funding and using it in a way that was sustainable (obtain 3 VR workstations that could be used for other projects)helped to leverage the grant for more research opportunities.