Anthony Tran, Jin Y Huang, Craig R Campbell, Elizabeth M Hegedus
{"title":"“SOMS大脑空间”:一个面向神经科学本科生的数字严肃游戏。","authors":"Anthony Tran, Jin Y Huang, Craig R Campbell, Elizabeth M Hegedus","doi":"10.1002/ase.70086","DOIUrl":null,"url":null,"abstract":"<p><p>Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach. Developed in Unity, SOMS BrainSpace features three modes: (1) 3D Digital Atlas: An interactive atlas with virtual neuroanatomical models, information hotspots, and quizzes linked to a scoreboard. (2) BrainSpace Rooms: A first-person escape-room game where players interact with 3D models, characters, or diagrams to complete challenges, crack codes, and escape. (3) Blitz Clinic: A task-based mode where players complete tasks related to a neurological condition within 5 min and identify the condition to finish. Key outcomes included improvements in academic performance, motivation, and perceptions of game-based learning. The study used convenience sampling of first-year University of Sydney allied health undergraduates (n = 91) and neuroscience academics (n = 5) from the University of Sydney and the University of Adelaide. Thematic analysis of semi-structured interviews revealed that academics acknowledged the challenges of learning neuroanatomy for undergraduates and supported the use of game-based learning tools. Students found SOMS BrainSpace engaging and appreciated the ability to access it on personal devices. Quantitative analysis showed no significant difference in pre- (n = 79) and post-game (n = 80) knowledge quiz scores (p = 0.86). However, an inter-cohort comparison of 2023 (n = 89) and 2022 (n = 117) in-semester exam scores revealed significantly higher results for the 2023 cohort in the 'Neuroscience' topic (p < 0.001). These findings suggest that accessible game-based learning tools can enhance motivation and long-term academic performance in neuroanatomy.</p>","PeriodicalId":124,"journal":{"name":"Anatomical Sciences Education","volume":" ","pages":""},"PeriodicalIF":4.7000,"publicationDate":"2025-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"'SOMS BrainSpace': A digital serious game for undergraduate neuroscience.\",\"authors\":\"Anthony Tran, Jin Y Huang, Craig R Campbell, Elizabeth M Hegedus\",\"doi\":\"10.1002/ase.70086\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach. Developed in Unity, SOMS BrainSpace features three modes: (1) 3D Digital Atlas: An interactive atlas with virtual neuroanatomical models, information hotspots, and quizzes linked to a scoreboard. (2) BrainSpace Rooms: A first-person escape-room game where players interact with 3D models, characters, or diagrams to complete challenges, crack codes, and escape. (3) Blitz Clinic: A task-based mode where players complete tasks related to a neurological condition within 5 min and identify the condition to finish. Key outcomes included improvements in academic performance, motivation, and perceptions of game-based learning. The study used convenience sampling of first-year University of Sydney allied health undergraduates (n = 91) and neuroscience academics (n = 5) from the University of Sydney and the University of Adelaide. Thematic analysis of semi-structured interviews revealed that academics acknowledged the challenges of learning neuroanatomy for undergraduates and supported the use of game-based learning tools. Students found SOMS BrainSpace engaging and appreciated the ability to access it on personal devices. Quantitative analysis showed no significant difference in pre- (n = 79) and post-game (n = 80) knowledge quiz scores (p = 0.86). However, an inter-cohort comparison of 2023 (n = 89) and 2022 (n = 117) in-semester exam scores revealed significantly higher results for the 2023 cohort in the 'Neuroscience' topic (p < 0.001). 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'SOMS BrainSpace': A digital serious game for undergraduate neuroscience.
Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach. Developed in Unity, SOMS BrainSpace features three modes: (1) 3D Digital Atlas: An interactive atlas with virtual neuroanatomical models, information hotspots, and quizzes linked to a scoreboard. (2) BrainSpace Rooms: A first-person escape-room game where players interact with 3D models, characters, or diagrams to complete challenges, crack codes, and escape. (3) Blitz Clinic: A task-based mode where players complete tasks related to a neurological condition within 5 min and identify the condition to finish. Key outcomes included improvements in academic performance, motivation, and perceptions of game-based learning. The study used convenience sampling of first-year University of Sydney allied health undergraduates (n = 91) and neuroscience academics (n = 5) from the University of Sydney and the University of Adelaide. Thematic analysis of semi-structured interviews revealed that academics acknowledged the challenges of learning neuroanatomy for undergraduates and supported the use of game-based learning tools. Students found SOMS BrainSpace engaging and appreciated the ability to access it on personal devices. Quantitative analysis showed no significant difference in pre- (n = 79) and post-game (n = 80) knowledge quiz scores (p = 0.86). However, an inter-cohort comparison of 2023 (n = 89) and 2022 (n = 117) in-semester exam scores revealed significantly higher results for the 2023 cohort in the 'Neuroscience' topic (p < 0.001). These findings suggest that accessible game-based learning tools can enhance motivation and long-term academic performance in neuroanatomy.
期刊介绍:
Anatomical Sciences Education, affiliated with the American Association for Anatomy, serves as an international platform for sharing ideas, innovations, and research related to education in anatomical sciences. Covering gross anatomy, embryology, histology, and neurosciences, the journal addresses education at various levels, including undergraduate, graduate, post-graduate, allied health, medical (both allopathic and osteopathic), and dental. It fosters collaboration and discussion in the field of anatomical sciences education.