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Tundra lists 3 Anatomy Education clinical trials. Each listing includes eligibility criteria, study locations, and direct links to research sites in the Tundra directory.
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NCT06552195
Anatomy Learning With a 3D Platform on Personal Devices, Augmented Reality, or Traditional Resources
TEACHANATOMY II compared three ways of learning shoulder and hip anatomy among first-year medical students: a three-dimensional (3D) learning platform on personal devices, head-mounted augmented reality (AR), and curated traditional learning resources. Both digital methods used identical 3D models created from photogrammetric scans of dissected body donor specimens. Each participant learned two consecutive anatomy modules with two different methods. Knowledge was assessed with a written test at the end of each module; study time and workload were secondary outcomes.
Gender: All
Ages: 18 Years - 25 Years
Updated: 2026-10-22
NCT07782437
TEAM-BASED LEARNING WITH FLASHCARDS IN ANATOMY EDUCATION
a randomized controlled trial
Gender: All
Ages: 17 Years - Any
Updated: 2026-08-26
NCT07558551
VR vs Classical Anatomy Teaching
This is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture/atlas/3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Suat Gunsel Hospital. Eighty healthy adult students will be randomized 1:1 into a VR Group (30-35-minute PSVR2 wrist anatomy module delivered on PlayStation 5) or a Classical Group (30-35-minute faculty-led standard anatomy education using lecture, atlas, and 3D anatomical models). The primary outcome is immediate post-test knowledge score (multiple-choice questions plus visual labeling; 0-30 scale). Secondary outcomes include a 2-4-week retention test, Likert-type learning satisfaction (15-75), cognitive load (0-10), and incidence and severity of VR-related side effects (dizziness, nausea, eye strain; 0-3 ordinal). Outcome assessors are blinded to allocation. The study aims to evaluate whether immersive VR is non-inferior or superior to classical teaching for initial acquisition and short-term retention of wrist anatomy knowledge, while characterizing tolerability of consumer-grade VR in an educational setting.
Gender: All
Ages: 18 Years - Any
Updated: 2026-05-26
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