Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study.

IF 3.2 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Alba Virtudes Pérez-Baena, Teodoro Rudolphi-Solero, Rocío Lorenzo-Álvarez, Miguel José Ruiz-Gómez, Francisco Sendra-Portero
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引用次数: 0

Abstract

Background: Emergency radiology is essential for future doctors, who will face urgent cases requiring radiologic diagnosis. Using virtual simulations, gamified clinical scenarios, and case-based learning enhances practical understanding, develops technical and communication skills, and fosters educational innovation.

Objective: This study aimed to assess the feasibility of learning emergency radiology in the virtual world Second Life (Linden Lab) through a gamified experience by evaluating team performance in clinical case resolution, individual performance on seminar assessments, and students' perceptions of the activity.

Methods: Teams of 3-4 final-year medical students, during a 2-week radiology clerkship, had access to 7 clinical cases in virtual clinical stations and were randomly assigned 2 to solve and submit. They later discussed the cases in a synchronous virtual meeting and attended an emergency radiology seminar. The experience was repeated over 2 consecutive years to assess reproducibility through comparison of learning outcomes and students' perceptions. Learning outcomes were evaluated through team-based case resolution and individual seminar assessments. Students' perceptions were gathered via a voluntary questionnaire including 5-point Likert scale items, cognitive load ratings, 10-point evaluations, and open-ended comments.

Results: In total, 182 students participated in 2020-2021 and 170 in 2021-2022, demonstrating strong team-based case resolution skills with mean scores of 7.36 (SD 1.35) and 8.41 (SD 0.99), respectively (P<.001). The perception questionnaire had a 90.6% response rate. The highest cognitive load was observed in avatar editing (median 7, 95% CI 6.56-6.96). Case-solving cognitive load was significantly lower in 2021-2022 compared with 2020-2021 (median 6, 95% CI 5.69-6.21 vs 5.10-5.66; P<.001). The students rated the experience highly, with average scores exceeding 8.0 out of 10 across various aspects. Notably, the highest-rated aspects were the teaching staff (9.13, SD 1.15), cases (8.60, SD 1.31), project organization (8.42, SD 1.67), and virtual rooms (8.36, SD 1.62). The lowest-rated aspect was internet connectivity (6.68, SD 2.53). Despite the positive scores, all aspects were rated significantly lower in 2021-2022 compared with 2020-2021. These year-to-year comparisons in performance and perception support the reproducibility of the experience.

Conclusions: This study demonstrates that a game-based learning experience in the Second Life virtual world, combining virtual clinical scenarios and team-based tasks, is feasible and reproducible within a radiology clerkship. Students showed strong performance in case resolution and rated the experience highly, within a playful context that integrated asynchronous and synchronous activities. Lower ratings in the second year may reflect contextual differences, such as changes in COVID-19 pandemic restrictions.

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面向本科急诊放射学教育的虚拟世界游戏化学习:准实验研究
背景:急诊放射学对未来的医生来说是必不可少的,他们将面对需要放射诊断的紧急病例。使用虚拟模拟,游戏化临床场景和基于案例的学习可以增强实践理解,发展技术和沟通技能,并促进教育创新。目的:本研究旨在通过评估团队在临床病例解决方面的表现、个人在研讨会评估方面的表现以及学生对活动的看法,评估通过游戏化体验在虚拟世界第二人生(林登实验室)学习急诊放射学的可行性。方法:在为期2周的放射科实习中,以3-4名医学生为小组,在虚拟临床站接触7例临床病例,随机抽取2例进行解决和提交。他们随后在一个同步的虚拟会议上讨论了这些病例,并参加了一个紧急放射学研讨会。在连续2年的时间里,通过比较学习成果和学生的认知来评估可重复性。通过团队案例解决和个人研讨会评估来评估学习成果。学生的认知通过一份自愿问卷收集,包括5分李克特量表项目、认知负荷评分、10分评估和开放式评论。结果:共有182名学生参加了2020-2021年和170名学生参加了2021-2022年,他们表现出了很强的基于团队的病例解决能力,平均得分分别为7.36 (SD 1.35)和8.41 (SD 0.99)。结论:本研究表明,在第二人生虚拟世界中,结合虚拟临床场景和团队任务的基于游戏的学习体验是可行的,并且在放射科实习中是可重复的。在整合了异步和同步活动的有趣环境中,学生们在案例解决方面表现出色,并对体验给予了很高的评价。第二年较低的评级可能反映了背景差异,例如COVID-19大流行限制的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Medical Education
JMIR Medical Education Social Sciences-Education
CiteScore
6.90
自引率
5.60%
发文量
54
审稿时长
8 weeks
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