scholarly journals “MedChemVR”: A Virtual Reality Game to Enhance Medicinal Chemistry Education

2021 ◽  
Vol 5 (3) ◽  
pp. 10
Author(s):  
Areej Abuhammad ◽  
Jannat Falah ◽  
Salasabeel F. M. Alfalah ◽  
Muhannad Abu-Tarboush ◽  
Ruba T. Tarawneh ◽  
...  

Medicinal chemistry (MC) is an indispensable component of the pharmacy curriculum. The pharmacists’ unique knowledge of a medicine’s chemistry enhances their understanding of the pharmacological activity, manufacturing, storage, use, supply, and handling of drugs. However, chemistry is a challenging subject for both teaching and learning. These challenges are typically caused by the inability of students to construct a mental image of the three-dimensional (3D) structure of a drug molecule from its two-dimensional presentations. This study explores a prototype virtual reality (VR) gamification option, as an educational tool developed to aid the learning process and to improve the delivery of the MC subject to students. The developed system is evaluated by a cohort of 41 students. The analysis of the results was encouraging and provided invaluable feedback for the future development of the proposed system.

Neurosurgery ◽  
2019 ◽  
Vol 85 (2) ◽  
pp. E343-E349 ◽  
Author(s):  
David Bairamian ◽  
Shinuo Liu ◽  
Behzad Eftekhar

Abstract BACKGROUND Three-dimensional (3D) visualization of the neurovascular structures has helped preoperative surgical planning. 3D printed models and virtual reality (VR) devices are 2 options to improve 3D stereovision and stereoscopic depth perception of cerebrovascular anatomy for aneurysm surgery. OBJECTIVE To investigate and compare the practicality and potential of 3D printed and VR models in a neurosurgical education context. METHODS The VR angiogram was introduced through the development and testing of a VR smartphone app. Ten neurosurgical trainees from Australia and New Zealand participated in a 2-part interactive exercise using 3 3D printed and VR angiogram models followed by a questionnaire about their experience. In a separate exercise to investigate the learning curve effect on VR angiogram application, a qualified neurosurgeon was subjected to 15 exercises involving manipulating VR angiograms models. RESULTS VR angiogram outperformed 3D printed model in terms of resolution. It had statistically significant advantage in ability to zoom, resolution, ease of manipulation, model durability, and educational potential. VR angiogram had a higher questionnaire total score than 3D models. The 3D printed models had a statistically significant advantage in depth perception and ease of manipulation. The results were independent of trainee year level, sequence of the tests, or anatomy. CONCLUSION In selected cases with challenging cerebrovascular anatomy where stereoscopic depth perception is helpful, VR angiogram should be considered as a viable alternative to the 3D printed models for neurosurgical training and preoperative planning. An immersive virtual environment offers excellent resolution and ability to zoom, potentiating it as an untapped educational tool.


2021 ◽  
Vol 7 (6) ◽  
pp. 97
Author(s):  
Polina Pereshivkina ◽  
Nadezhda Karandasheva ◽  
Maria Mikhaylenko ◽  
Mikhail Kurushkin

Visualization has always been a crucial part of the educational process. Implementing computer algorithms and virtual reality tools into it is vital for the new generation engineers, scientists and researchers. In the field of chemistry education, various software that allow dynamic molecular building and viewing are currently available. These software are now used to enhance the learning process and ensure better understanding of the chemical processes from the visual perspective. The present short communication provides a summary of these applications based on the NarupaXR program, which is a great educational tool that combines the functionality and simple design necessary for an educational tool. NarupaXR is used with a companion application “Narupa Builder” which requires a different file format, therefore a converter that allows a simple transition between the two extensions has been developed. The converter sufficiently increases the efficiency of the educational process. The automatic converter is freely available on GitLab The current communication provides detailed written instructions that can simplify the installation process of the converter and facilitate the use of both the software and the hardware of the VR set.


2020 ◽  
pp. 365-374
Author(s):  
James Pearce Hall ◽  
Sarah Ann Allman

Students studying pharmacy often lack motivation to engage with chemical principles. In particular, they often find fundamental chemical concepts such as the visualisation of three-dimensional structures challenging. This programme description reports the design and implementation of a teaching session where stand-alone virtual reality (VR) technology was offered alongside traditional methods of instruction in an attempt to encourage students to engage with fundamental chemistry concepts relating to the three-dimensional structures of drug molecules. By using VR technology in combination with paper-based in-class exercises and supporting material delivered via a virtual learning environment, the authors demonstrate that virtual reality could be used to both reinforce learning and enhance engagement with a topic which students often find challenging. A blended approach employing different methods of delivery presents the advantage that it allows the user control over the level of interaction with each individual element. As such, VR becomes a valuable instructional tool rather then the focus of the session or a distraction. To evaluate the sessions, student feedback was collected using a ‘ballot-box’ system where students could provide anonymous free response comments. Feedback from the session was overwhelmingly positive and it was noted that the optional use of VR technology kept students engaged in tackling paper-based exercises in an area of curriculum which learners often find difficult. It is noted that a blended approach can help to overcome several of the barriers in the use of VR in a classroom setting. In addition, it highlights that effective deployment of such technology is both viable and beneficial on a classroom scale. In the future, the authors hope to apply these methods to other parts of the curriculum


Author(s):  
Polina Pereshivkina ◽  
Nadezhda Karandasheva ◽  
Maria Mikhailenko ◽  
Mikhail Kurushkin

Visualization has always been a crucial part of the educational process. Implementing computer algorithms and virtual reality tools into it is vital for the new generation engineers, scientists and researchers. In the field of chemistry education, various software that allow dynamic molecular building and viewing are currently available. These software are now used to enhance the learning process and ensure better understanding of the chemical processes from the visual perspective. The present short communication provides a summary of these applications based on the NarupaXR program, which is a great educational tool that combines the functionality and simple design necessary for an educational tool. NarupaXR is used with a companion application “Narupa Builder'' which requires a different file format, therefore a converter that allows a simple transition between the two extensions has been developed. The converter sufficiently increases the efficiency of the educational process. The automatic converter is freely available on GitLab (https://gitlab.com/teamSCAMT/converter_mol2_to_xml). The current communication provides detailed written instructions that can simplify the installation process of the converter and facilitate the use of both the software and the hardware of the VR set.


Author(s):  
Polina Pereshivkina ◽  
Nadezhda Karandasheva ◽  
Maria Mikhailenko ◽  
Mikhail Kurushkin

Implementing computer algorithms and virtual reality tools into all areas of the educational process is vital for the new generation engineers, scientists and researchers. With regards to chemistry education, various software that allow dynamic molecular building and viewing are currently available. The present short communication provides a summary of these applications and a detailed description of the NarupaXR program, which has the desired mix of functionality and simple design, necessary for an educational tool. Since NarupaXR can only be used with a companion application “Narupa Builder” which has a different file format, we have developed a converter that allows a simple transition between the two extensions of the aforementioned programs and sufficiently increases the efficiency of the educational process. The automatic converter is freely available on GitLab (https://gitlab.com/teamSCAMT/converter_mol2_to_xml). We have provided this short communication with detailed written instructions that can simplify the installation process of the converter and facilitate the use of both the software and the hardware of the VR set.


2021 ◽  
Vol 11 (22) ◽  
pp. 10767
Author(s):  
Otso Pietikäinen ◽  
Perttu Hämäläinen ◽  
Jaakko Lehtinen ◽  
Antti J. Karttunen

Virtual reality provides a powerful way to visualize the three-dimensional, atomic-level structures of molecules and materials. We present new virtual reality software for molecular modeling and for testing the use of virtual reality in organic chemistry education. The open-source software, named VRChem, was developed primarily for building, visualizing and manipulating organic molecules using a head-mounted virtual reality system. The design goal of the VRChem software was to create an easy-to-use and entertaining user experience for molecular modeling in virtual reality. We discuss the design and implementation of VRChem, together with real-life user experiences collected from students and academic research staff.


Mathematics ◽  
2021 ◽  
Vol 9 (19) ◽  
pp. 2411
Author(s):  
José L. Rodríguez ◽  
Isabel Romero ◽  
Antonio Codina

The use of dynamic, three-dimensional software with virtual reality offers new possibilities for the teaching and learning of geometry. We explore the effects of introducing the immersive virtual reality software NeoTrie VR in real classes. Within a Design Research framework, we present qualitative observational data to report how the collaboration among a software development company, university researchers, and schools produces improvements in the design and updating of the software; the geometrical content, representations, and mathematical activity that students have access to as well as the way teachers conceive and manage the teaching of geometry.


2021 ◽  
Vol 2 ◽  
Author(s):  
F. Jerry Reen ◽  
Owen Jump ◽  
Brian P. McSharry ◽  
John Morgan ◽  
David Murphy ◽  
...  

The rapidly expanding biotechnology sector horizon is expected to create a surge in demand for expertise underpinning cell and gene therapies, which are recognized as the next generation of medicines. New and innovative approaches to implement active and performative learning in the Molecular Life Sciences are required to support this and to address limitations associated with traditional “front of class” lectern delivery of challenging, three dimensional molecular concepts. Therefore, an immediate need exists for the development and implementation of immersive learning approaches in Virology, Cellular Sciences and Molecular Biology to underpin sustainable development of graduate students for academic and industrial research careers. The Covid-19 pandemic has led to significant changes in the delivery of education globally, with online engagement and accelerated uptake of novel teaching and assessment modalities into majority practice within institutions. This development has been driven by externally imposed necessity and it remains to be seen what form teaching and learning will take post-Covid. Irrespective of the pandemic, technologies are available which can serve intrinsically motivated, discipline specific shifts toward enhanced learner experiences and learning outcomes. Immersive virtual reality offers one such approach to open new entry points for student learning of abstract molecular concepts, which will be just as relevant upon our return to face-to-face teaching. Key to delivering this will be engagement and collaboration by disciplinary and technical experts. Here, we discuss global advances in the area of VR and Molecular Science education and assess potential paths forward for teaching and learning impact and innovative education.


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