This Small Business Innovative Research (SBIR) Phase II Project combines 3-D computer graphics and gaming technology to provide a non-linear, immersive learning environment for science education in the human anatomy and physiology domain. Modern computer-simulations present a unique ability to present scientific information in an easy to understand manner. Technology advances in computer graphics present opportunities to present higher quality visual models in an interactive fashion that can convey the scientific process in a way which makes learning science fun and interesting for the students while capturing their enthusiasm for science. The proposed project will develop a toolkit consisting of 3-D visualizations for teaching human anatomy and physiology and interactive simulation environments for exploring the human body from a first person point of view. It is envisioned that simulations will be used in conjunction with traditional lectures while the interactive environments will provide immersive reinforcement learning. Phase II development will be validated by an independent evaluation that measures the products effects on achievement and interest in science.
This project will play a role in increasing achievement and interest in science. In order for the nation to remain competitive in the life sciences, the nation must produce an adequate number of students who pursue degrees in life sciences. The proposed research is targeted at improving students' interest and achievement in science, and thus greatly impact the disturbing drop in recent years in United States' student interest in pursuing science education and careers, and the rapid increase in demand in the labor market for science-based degrees for the labor market.
This project resulted in the creation of an interactive, inquiry-based simulation computer program that enables high school students to explore the human anatomy and physiology in an immersive, nonlinear fashion. The program included 3?D animations with physiologically correct graphics for use with classroom lectures or self?paced learning. The anatomy and physiology lesson modules for this project included: Respiratory, Circulatory, Brain/Nervous system, Stomach/Digestive, Dermal; Lymphatic; Skeletal; Renal Systems; and Muscular systems. During Phase II we mocked up and designed course demonstration, subscription, content, and help pages. Currently, the program is set up to be used in a high school classroom, with the ability to subscribe and register new students and teachers, renew subscriptions, create forums, surveys, help pages, and student gradebooks, and have search options within the course and forums. After refining the software and game-play aspects, we then conducted a full-scale evaluation with student and teacher participants. The goal of the evaluation was to determine if the product a) increased learning outcomes in anatomy, b) improved engagement with scientific content and science coursework, and c) increased students’ enthusiasm for science in general. The evaluation of the program revealed it to be a well-developed learning tool that engaged all types of students and helped some students to learn more anatomy content than when learning from a more traditional teaching/learning environment (e.g., textbook). Participants found ArchieMD to be far superior to other teaching tools and found it a difficult task to identify necessary modifications/additions to the program. Thus, this product directly answers the need for more engaging science education tools. This is addresses the need to improve U.S. student performance in scientific subjects. Currently, most U.S. high school students are scoring poorly on standardized tests relative to their international peers in developed countries, and many are unprepared for college science courses. These issues go beyond school performance and threaten to affect our nation’s future in health care, policy, and scientific and technological advancement. By engaging and education high school students via appealing computer graphics and interactive multi-media interfaces, the country’s future workforce will be more interested and knowledgeable about science and health. Ultimately, we hope the product will increase achievement and interest in science and lead a better-educated generation of workers engaged in scientific, health and technical industries.