Skip to main content

Table 1 Demographic information in the three groups. aChi-square test. bANOVA. cKruskal-Walis H. dFisher’s Exact test

From: Can virtual reality improve traditional anatomy education programmes? A mixed-methods study on the use of a 3D skull model

 

VR skulls

(N = 25)

Cadaveric skulls

(N = 25)

Atlas

(N = 23)

p-value

Gender [n (%)]

 Male

9 (36%)

13 (52%)

12 (52.17%)

0.425a

 Female

16 (64%)

12 (48%)

11 (47.83%)

Age (Median [IQR])

21.22 ± 0.69

21.15 ± 0.54

21.19 ± 0.78

0.948b

Previous GPA (Median [IQR])

3.28 [3.14–3.43]

3.30 [3.06–3.47]

3.23 [3.21–3.40]

0.780c

VR headset experience [n (%)]

9 (36%)

7 (28%)

7 (30.43%)

0.823a

Video game experience [n (%)]

 Always

2 (8%)

0 (0%)

1 (4.35%)

0.696d

 Occasionally

4 (16%)

4 (16%)

2 (8.70%)

 Rarely

19 (76%)

21 (84%)

20 (86.95%)