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Pioneers of education: VR in the Dissection Room

Interview with Tess Dekker, junior lecturer in Human Movement Sciences
In the rapidly evolving educational landscape, Virtual Reality (VR) has emerged as an interactive tool to make complex or abstract subjects more accessible to students. Today, we sit down with Tess Dekker, a junior lecturer in Human Movement Sciences. How does she use VR in her teaching?

With a focus on active blended learning, this article provides an in-depth look at the implementation of VR technology in the educational landscape. 

Innovative Learning Tools 
Tess, an enthusiastic junior lecturer in Human Movement Sciences, passionately shares her excitement and knowledge about the application of Virtual Reality (VR) in education. After completing a master's in Human Movement Sciences, where she researched VR in police training under stressful conditions, and gaining experience in using VR in healthcare education, she brings her expertise to VU Amsterdam. 

Following her studies and teacher training, the opportunity arose to participate in the Virtual Reality Learning Lab. Here, Tess explored the possibilities VR offered in education. The goal was clear: to bridge the gap between traditional education and innovative learning tools to convey course material in an engaging way to students. 

Implementation in Education 
Focusing on first-year students in Human Movement Sciences at VU for the subjects of movement analysis and anatomy, Tess incorporates VR headsets into her teaching. During these lessons, students can gain in-depth and interactive knowledge of anatomical concepts and conduct movement analyses. They explore structures, interact with three-dimensional models, and visualize complex concepts, leading to deep student engagement and providing a hands-on approach to understanding the human body. 

“The interplay between traditional education and innovative methods opens the door to a blended and interactive learning experience. While classroom learning remains essential, VR offers an additional perspective of self-directed and practical learning. Best of both worlds, where both educational approaches complement each other for a richer learning environment.” 

Students have online access to theoretical knowledge and exercises. They then apply this theoretical knowledge in workshops, with teachers guiding them through the procedural steps. 

A man wearing grey jeans is looking through VR glasses, while a blonde woman smiles and looks into the camera. Behind them are several banners and a screen displaying the VR environment.

VR in Dissection Room Education 
Tess provided a compelling example where VR adds value to the limited time and expensive experience in the dissection room: an environment where only one specimen of anatomical material is available for students to dissect. By having access to VR headsets and the anatomy application, students now have the opportunity to participate in this educational experience without limitations, outside regular dissection room sessions. This provides them endless possibilities to dissect and explore the human body in VR. 

In addition to using VR headsets during these workshops, students also work in the Tech Lab in the VU Education Lab. In this shared space, they collaborate in groups of two or three throughout the semester. This allows them to work together in their own time, view each other's screens, support and assess each other. The freedom is extensive: they can sign up themselves, provided there is space, and decide when and with whom they work on assignments. 

“It was nice to see how students spontaneously gathered in the Tech Lab, alongside regular classes. They discussed which structures they still needed to investigate and ensured they did not hinder each other's work. This spontaneous dynamic emphasizes active learning and promotes communication skills while exploring anatomy in a virtual environment.” 

Conclusion 
The use of Virtual Reality in education provides an engaging and innovative approach to conveying complex or abstract subjects. While challenges and further research are needed, this project highlights the potential of VR to enrich education and actively involve students in the learning process.

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