As a result of the study’s students’ perceptions toward utilizing immersive VR applications in anatomy courses, there was no significant difference among genders, despite the majority of participants being female (
p > 0.05). This aligns with the findings of a previous study by [
43], which suggested that females may be more inclined to utilize technology in educational settings due to expectations or perceived social norms that emphasize digital competency in a traditionally male-dominated field. This is in line with the results of another previous study by [
44], in which females frequently demonstrate greater capacities of communication, cooperation, and flexibility in learning contexts mediated by technology; these are essential competencies for making successful use of new technologies in educational settings. These results point to a complicated interaction between gender dynamics in education and the nursing profession, suggesting that there may be differences in how male and female students perceive and react to the learning environment, especially when it comes to perspectives and satisfaction with new technologies.
In addition, the findings of this study showed there was a significant difference between nursing students’ perceptions toward utilizing immersive VR applications and the age characteristic after taking the lecture on anatomy (
p < 0.01), which indicated they integrated their theory knowledge with basic technological knowledge; this is reasonable considering their generational development since they usually associate game-based learning with Generation Z [
3,
45]. Also, they exploit the accessibility of the internet and use digital tools like smartphones and laptops for academic purposes, whenever and wherever they are, according to a similar study by [
46].
Regarding previous studies, there are some factors, like the kind of virtual environment and transition from a pleasant to a scary environment, causing users to experience motion sickness, a well-known side effect that prevents the VR community from fully utilizing this immersive technology [
47‐
49]. So, in this study, the researchers examined whether students suffered from motion sickness while utilizing immersive VR in human anatomy applications; there indicated no significant difference between their perceptions toward using VR technology and their feeling of motion sickness (
p > 0.05), and 40.5% of them did not get motion sickness, which indicates the immersive VR application that designs for educational purposes is less likely to cause this effect against extreme VR gaming—which involves “shooting,” “falling,” and “squirrel jumping” [
50‐
52], which should be taken into consideration in the current techniques of VR design. On the other hand, related to academic performance through determining the grade point average (GPA) of the previous semester (s). This study’s results showed there was a significant difference between students’ perceptions toward utilizing immersive VR application in a human anatomy course and their GPA before taking their lecture (
p < 0.01); the majority of them’s average was 80–89% (very good), which indicated students seek to develop their understanding of the learning goals and improve their academic performance through developing their skills and knowledge by engaging in innovative teaching activities like immersive VR applications to maintain their cognitive and psychomotor skills [
49,
53].
Furthermore, through the broad market availability of affordable software and hardware tools for VR environments, a merge of game-based techniques such as video games and VR environments may boost learning and training methods. As a result, students may actively participate in such learning environments, enabling the development of exploration-based learning models at any time and anywhere [
54]. Thus, the researchers in this study examined whether students play video games frequently, which showed there were significant differences between students’ perceptions toward using immersive VR applications and the frequency of playing video games (
p < 0.05), which indicated the digital generation’s competence with technology, and immersive VR applications are one of the beneficial games that enhance learning and training [
54]. Video games can also be powerful learning tools that students find highly engaging and enhance learning skills in a self-directed learning environment [
55‐
57].
Students perceptions toward utilized VR application before and after human anatomy lectures
The findings of this study showed that there were significant differences in students’ satisfaction with using VR applications after the lecture (
p < 0.05). Satisfaction is a feeling of acceptance, which originates from the outcome of an event and the individual’s prior expectations of themselves [
58]. Nurse student satisfaction is associated with greater engagement and motivation in the teaching and learning process, as motivated students learn more and better, focus on patient-centered care, and demonstrate effective teamwork in healthcare settings ( [
59,
60].
In this study, nursing students showed a high level of motivation (3.11 ± 0.65) toward using VR after the lecture. Because students appeared ready for innovative technologies like VR, they showed motivation, self-control, and a willingness to learn, which is linked to the immersive and unique nature of VR that promotes experiential learning by doing, which agrees with studies [
61‐
63]. Additionally, this study showed a higher level of student immersion, imagination, and interaction toward using VR after taking course than before, in which human anatomical VR application flexibility and design, including lighting, audio, special effects, and animation, are features allowing students to place themselves within the game and engage freely in a realistic and standardized way and engage with the virtual cadaver (by e.g., standing inside a system or structure), which is consistent with studies of [
64‐
67] found the use of VR features motivates students, promotes self-monitoring, and increases their satisfaction.
In this study, nursing students showed an intention to use VR applications in human anatomy courses to find information that has a learning effect to enhance their perceived value because they believe that these tools offer major benefits compared with traditional learning, perceived enjoyment, and satisfaction, which students’ intentions to use considered a significant factor in determining an individual’s motivation to routinely use technology or endorse it to others [
32]. Thus, students will develop positive attitudes toward its adoption in their learning [
46,
68‐
70]. Furthermore, students’ technological learning motivation is reflected in their mastery and familiarity with technical skills, thus significantly influencing their intention to use VR applications [
71]. Despite the ease of use domain being the lowest perception among students in this study, it was higher after taking lectures than before. This can be explained by the students’ initial interest in and curiosity about virtual reality (VR) applications, as well as their later realization of unrealistic expectations and anxiety with the technology limitations of the VR, as well as primary communication barriers like shyness, fear, and language [
72,
73].
This study also showed that there were significant differences between students’ perceptions toward utilizing immersive VR human anatomy applications and the gain of knowledge after attending a lecture on human anatomy (
p = 0.05) because immersive VR applications let students visualize and spatially interact with anatomical structures in a unique 3D context. Consequently, it promoted their understanding of spatial relationships of one anatomical structure to another, which can be very challenging in the theory lecture. In addition, immersive VR applications demonstrated that visualization was an effective way to explore anatomy-specific concepts that led to improved learning outcomes. These findings agreed with the studies of [
66,
74‐
77] indicated immersive VR in the anatomy course increases the level of students’ confidence in their knowledge and development of their communication skills; it has the potential to bridge the knowledge gap between theory and practice, particularly in the areas of learning improvement, use of encouragement, and fostering an appreciation for the use of 3D pictures in anatomy teaching [
24,
78]. It also enables students to acquire the necessary skills and information in a safe environment [
29,
79].In addition, regarding maintaining knowledge, students are used to learning objectives based on cognitive and memorizing, which requires them to recognize, anticipate, or analyze theories and concepts. Thus, the variability of VR design in nursing education improved teaching and achieving learning goals [
75,
80].
To explore students’ perspectives, the researchers queried them about their experiences with the immersive VR application in human anatomy courses. 89 (64.5%) of students were responded. The quotes represent students who had very positive VR experiences.
Students’ responses highlighted the benefits of VR:
“I found that using the VR program helped me understand the musculoskeletal lesson the best…” (Student A).
This aligns with other students’ views on VR’s ability to enhance spatial understanding:
“For example, you can walk inside the vertebral column and see exactly where the bone markers are…” (Student B).
VR interaction was also a key theme:
“I enjoyed it because it allowed me to accomplish matters and interact with it that I couldn’t do with traditional lectures…” (Student C).
While not all students may have had uniformly positive experiences,
several reported better exam performance:
“I was pleased with my exam performance when I recognized the questions that related to the musculoskeletal lecture. Immediately, I recalled and imagined all of the bones and muscles. I think VR technology is a beneficial tool to maintain and retain our knowledge after a period. I suggest integrating this technology in human anatomy courses and other courses in nursing curricula.” (Student D).
These findings echo previous studies examining the relationship between immersive VR application usage and students’ comprehension and perceptions of anatomical spatial relationships and reflect a self-perceived gain of knowledge, which may correlate to an enhanced understanding of human anatomy [
11,
66,
78,
81,
82].
Limitation of study
The limitations of this study are that the findings may be limited to specific geographic regions and educational settings; it was conducted in one course and for one level of students. Future research should replicate this study with randomly selected, larger sample sizes from different regions and several medical fields to minimize the limitations of this study. Also, other limitations represent technical issues that faculties and universities can address by sharing other multidisciplinary technological fields. It would also be beneficial to include teachers to address any possible differences between groups, which would require interpretation from a different point of view. Moreover, the survey instrument should be enhanced by researchers to assess students’ actual application of VR technology, even after its validity and reliability have been tested. Consequently, more studies must examine conducting qualitative, in-depth interviews with nursing students, integrating VR apps into several medical courses, and practical skills.