The increase in the use of educational technologies and tools in the last two decades has led to the emergence of digital education [28, 32]. Today, applications such as electronic resources, game-based learning, and VR have begun to be used intensively in learning and gaining professional practice skills.
The use of tablets and smart phones in neuroanatomy education has provided an easy understanding of complex deep brain structures [32, 40]. However, these technologies only provide 2D views, and they are not very helpful in terms of students looking at the subject from a 3D perspective and mastering the dimensions, volumes, and relationships of the anatomical structures in the depths of the brain and brainstem.
Error-free 3D brain models developed for academic purposes and accredited by experts in the subject can be easily embedded in the VR environment. Thus, by enlarging the model, it enables detailed examination of many structures in the normal human brain that we cannot see with the naked eye. The only disadvantage of this method is that it cannot mimic the textural stimulus during cadaver dissection. The tactile warning problems have also been solved by the wearable technologies that have been made by today's technologies.
VR technologies can allow students to interact with this technology in a reproducible and controllable environment [4, 32]. This technology allows learning content to be seen, heard, touched, etc. It allows the entry of sensory factors and the embedding of the student in the virtual environment [34]. In addition, due to the fact that it can be repeated many times, it contributes to the student's ability to learn in the classroom, on top of the predetermined study program [32, 41].
When the literature on 3D visualization of the nervous system is examined, only 4 articles on VR and AR emphasized this issue in 2011, while this number reached 15 in 2018. This shows that VR is in the most advantageous position among the new technologies used to view neuroanatomical structures and manipulate these structures with the help of interactivity. Another thing to note is that it is a big change in how people learn about neuroanatomy. The cadaver-based method of learning about neuroanatomy was clearly replaced by new technology between 2011 and 2018. In addition, eight studies using educational technologies such as VR and AR have been documented to test the use of 3D in neuroanatomy [36]. Some of these methods include local VR-based stereo imaging methods for learning the ventricular system and neurovascular structures [37], skull [17, 23], brain structures, and cranial nerves [23].
Our observations show that although the number of these studies has increased, they are insufficient. In addition, these studies have shown that in order to show the neuroanatomical structures to the students, mostly superficial brain structures were emphasized. However, it will be interesting to develop and use VR and AR applications for 3D visualization of deep brain structures in terms of neuroanatomy education [36]. In a study conducted by Estevez et al. in 2010, they emphasized that physical models with a high level of manipulation of deep brain structures give positive results [10].
The brain module we developed in our study will eliminate the deficiencies that the above-mentioned insufficient number of studies on this subject could not complete. Another important innovation provided by the brain module we developed was the appearance of the brain stem, which was enlarged 10–15 times, together with the deep structures it contained, allowing interaction with the student. This feature is a first in the world.
In our study, we evaluated the results of the tests we conducted on how much a group of 60 students who participated in the neuroanatomy training activity understood and remembered the superficial and deep brain stem structures. In line with the results obtained, the average of the 1st test performed before the traditional 2D theory course was 1.767; the average of the 2nd test after the traditional 2D theory course was 3.267; The 3rd test average of the group that received 3D-VR training and application was 4.55; While the group average of the 4th test, which was done 6 months after the training and practices, was 4,867; The average of 102 students who did not receive 3D-VR training and did not apply was found to be 4.46. These results show that VR will be useful both alone and in combination with other classical methods in learning deep neuroanatomical structures.
Kugelman et al. in 2018 and Ferrer-Torregrosa et al. in 2015 reported that 62% of the students who participated in the survey on AR to work in anatomy. However, Kugelman et al. did not make any statistics on the subject [12, 25]. This shows that the effects of VR and AR application tools on student motivation in both general anatomy and neuroanatomy education have not been fully explored yet. When the literature on motivation is examined comprehensively, it is noteworthy that there are four important motivation concepts [22]. These are, respectively, attention, relevance, gratification, encouragement, and sustainability. In our study, feedback was received from the students, with whom we applied VR, that the subject gained a permanent place in the memory, facilitated their learning, and increased their interest and motivation. In our study, the results of the tests performed on the target groups were also evaluated statistically and comparatively.
Much of the work in medical education has focused on the learning process of students. Thus, students' emotional processes were pushed into the background [15]. Perhaps the biggest reason for this is that teaching has traditionally largely focused on the cognitive and behavioral development of students to absorb knowledge [3]. However, while the emotions associated with the events experienced by the students make it easier to remember what has been learned, the learning processes remain in the students' memories longer [33]. Negative emotions, like boredom, anxiety, and frustration, can make it hard to store information in memory and retrieve it when you need it during a task [7]. According to the mixed education methodology, Stephan et al. (2017) reported that students were more motivated in the lessons through the use of virtual environments, and showed more participation and understanding in the lessons [37]. When we look at the studies, it has been shown that the knowledge acquired to learn anatomy and neuroanatomy is easily forgotten, even a few months after the end of the courses [5, 6] investigated the loss of knowledge among students in the second year of their education. This loss is explained by the perceived complexity of neuroanatomy and by inadequate teaching [1, 13, 18, 21, 35, 42] In our study, we compared traditional and VR applications in neuroanatomy education. In our literature review, there is no significant study that includes statistical data and measurement-evaluation on how long students remember the information they have learned in the long term. In this study, we noticed that there was a significant parallelism between the motivation of the students and their success in the VR group, above all. Beyond that, we can easily say that neuroanatomy VR applications prepared with models that are accredited in traditional neuroanatomy education (prepared by experts) and error-free neuroanatomical structures are used in the neuroanatomy course, which is taught by using VR, can meet the educational expectations of the students. When we compare the results of the exam, which we aimed to show the long-term effects of the VR-supported education we applied, with the results of the students who did not receive VR training, it was concluded that the Virtual Reality Application Based on 3D Virtual Neuronatomic Models, which is an innovative approach in medical education, supports students' remembering the subject. Considering that the gold standard in neuroanatomy education was cadaveric brain dissections in the 19th and 20th centuries, it is not surprising that this will be in the direction of VR and AR in the next 10 years.