Experience of diagnostic radiology residents with Kaizen, a novel online app-based gamified education tool, and performance compared to RadExam.

Alisa Mobley, Tamara Zaza, Jeremey Walker, Madhuri Molleti, Karthik Sadanand, Rohan Badve, Jordan Tzabari, Gracie Trulove, Mei Li, Yufeng Li, Rachel Bass, Angela Choe, Padma Manapragada, Desmin Milner, Aparna Singhal, Elainea Smith, Janelle West, Ceren Yalniz, Stefanie Zalasin, Kathryn Zamora, Stefanie Woodard
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Abstract

Rationale and objectives: Gamification is the application of gaming elements in a nongame context. The use of gamification in education increases motivation, participation and both short- and long-term knowledge retention. Millennial and Generation Z learners are the largest percentage of radiology residents and medical students, respectively, and gamification is an educational tool they are likely familiar with and may enjoy. To date, performance of a gamified learning platform for radiology residents has not been compared to validated resources such as RadExam.

Materials and methods: This is an IRB-approved prospective study evaluating the performance of R1-R4 radiology residents participating in a month-long voluntary novel app-based game at a tertiary care academic program. Questions were created by radiology attendings from several radiology subspecialties and reviewed by a radiologist experienced in radiology education. Informed consent was acquired from all participants, and questions were delivered by Kaizen's secure online app. Performance was recorded for each group. Scores overall and within each discipline were compared institutional RadExam performance using a one-way Anova test. Likert survey was administered at the conclusion of the study to assess participant engagement, motivation, clinical knowledge, board preparation, satisfaction and likelihood to play again.

Results: There were 25 radiology residents (65.7 %, 25/38) who completed at least one question. First year residents made up the largest percentage of class participation with 89 % (8/9) answering at least one question. Third-year residents answered the highest percentage of questions correctly, while the first-year class answered the lowest percentage correctly. One-way Anova analysis showed no significant difference between mean Kaizen and RadExam scores (p = 0.3641). There was also no significant difference between the RadExam and Kaizen scores separated by question category. Most enjoyed the game and 75 % of survey participants would participate in a Kaizen game again. Team collaboration and question feedback significantly increased motivation for most. Most participants felt the game enhanced their radiology knowledge and was beneficial for daily work and board preparation.

Conclusion: The Kaizen game was well-received among radiology residents with positive feedback on content, perceived educational benefits and motivation. Team competition appeared to play a role in maintaining engagement and motivation. Resident performance on the RadExam and Kaizen game by both overall and topic-based assessments showed similar results. More research is needed to assess the reliability and validity of gamified learning for radiology residents.

诊断放射科住院医师使用Kaizen(一种新颖的基于在线应用程序的游戏化教育工具)的体验,以及与RadExam相比的表现。
基本原理和目标:游戏化是指在非游戏环境中应用游戏元素。在教育中使用游戏化可以提高积极性、参与性以及短期和长期的知识保留。千禧一代和Z一代学习者分别占放射科住院医师和医学生的最大比例,游戏化是他们可能熟悉并可能喜欢的一种教育工具。迄今为止,对于放射科住院医师来说,游戏化学习平台的性能尚未与RadExam等经过验证的资源进行比较。材料和方法:这是一项经irb批准的前瞻性研究,评估了在三级医疗学术项目中参与为期一个月的基于新颖应用程序的志愿游戏的R1-R4放射科住院医生的表现。问题是由来自几个放射亚专业的放射主治医师提出的,并由放射学教育经验丰富的放射学家进行审查。获得所有参与者的知情同意,并通过Kaizen的安全在线应用程序发送问题。记录每个组的表现。采用单因素方差分析(one-way Anova test)对各学科的总体得分进行比较。李克特调查在研究结束时进行,以评估参与者的参与度、动机、临床知识、董事会准备、满意度和再次玩游戏的可能性。结果:25名放射科住院医师(65.7%,25/38)完成了至少一个问题。第一年住院医师的课堂参与度最高,89%(8/9)的学生至少回答了一个问题。三年级住院医生答对问题的比例最高,而一年级住院医生答对问题的比例最低。单因素方差分析显示,平均Kaizen和RadExam评分之间无显著差异(p = 0.3641)。按问题类别划分的RadExam和Kaizen得分之间也没有显著差异。大多数人喜欢这款游戏,75%的调查参与者会再次参与改善游戏。团队协作和问题反馈显著提高了大多数人的积极性。大多数参加者认为这个游戏增加了他们的放射学知识,对日常工作和准备工作都有好处。结论:改善游戏在放射科住院医师中很受欢迎,在内容、感知到的教育益处和动机方面都有积极的反馈。团队竞争似乎在保持参与度和积极性方面发挥了作用。居民在RadExam和Kaizen游戏中的整体和主题评估的表现也显示出类似的结果。需要更多的研究来评估游戏化学习对放射科住院医师的可靠性和有效性。
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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