游戏化急诊放射学教育与影像感知:切入诊断。

IF 1.7 Q3 RADIOLOGY, NUCLEAR MEDICINE & MEDICAL IMAGING
Journal of Medical Imaging Pub Date : 2025-09-01 Epub Date: 2025-09-24 DOI:10.1117/1.JMI.12.5.051808
William F Auffermann, Nathan Barber, Ryan Stockard, Soham Banerjee
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引用次数: 0

摘要

目的:游戏化可以作为教育的辅助手段,在放射学中应用越来越广泛。我们的目的是确定使用游戏化的框架来教授医学学员关于急诊放射学的知识是否可以提高感知和解释技能,并促进学习。方法:我们获得了机构审查委员会的批准,参与是自愿的。参与者在RadSimPE放射学工作站模拟器上接受了培训,并向他们展示了三组与急诊放射学诊断相关的计算机断层扫描图像。参与者被要求陈述他们对不存在异常的确信,如果存在则定位,并给出他们对定位的信心。在病例集1和病例集2之间,实验组接受了游戏化的急诊放射学“刺伤诊断”项目培训,而对照组则没有。课程结束后,参与者完成了一项包含八个问题的调查,以评估他们对培训的看法。结果:共有36名医学实习生参加。实验组和对照组的定位精度均有提高,但实验组的定位置信度显著大于对照组(p = 0.0364)。调查结果普遍为阳性,且在统计学上显著大于中性值3,8个问题的p值均为0.05。例如,调查结果表明,参与者认为培训是一种有益的教育经验(p = 0.001),并且该会议比传统教育技术更有效地学习(p = 0.001)。结论:在放射学教育中,游戏化可能是一种有价值的辅助方法,可以提高受训者的信心。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification for emergency radiology education and image perception: stab the diagnosis.

Purpose: Gamification can be a helpful adjunct to education and is increasingly used in radiology. We aim to determine if using a gamified framework to teach medical trainees about emergency radiology can improve perceptual and interpretive skills and facilitate learning.

Approach: We obtained approval from the Institutional Review Board, and participation was voluntary. Participants received training at the RadSimPE radiology workstation simulator and were shown three sets of computed tomography images related to emergency radiology diagnoses. Participants were asked to state their certainty that an abnormality was not present, localize it if present, and give their confidence in localization. Between case sets 1 and 2, the experimental group was provided with gamified emergency radiology training on the Stab the Diagnosis program, whereas the control group was not. Following the session, participants completed an eight-question survey to assess their thoughts about the training.

Results: A total of 36 medical trainees participated. Both the experimental group and control group improved in localization accuracy, but the experimental group's localization confidence was significantly greater than the control group ( p = 0.0364 ). Survey results were generally positive and were statistically significantly greater than the neutral value of 3, with p -values < 0.05 for all eight questions. For example, survey results indicated that participants felt the training was a helpful educational experience ( p < 0.001 ) and that the session was more effective for learning than traditional educational techniques ( p = 0.001 ).

Conclusions: Gamification may be a valuable adjunct to conventional methods in radiology education and may improve trainee confidence.

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来源期刊
Journal of Medical Imaging
Journal of Medical Imaging RADIOLOGY, NUCLEAR MEDICINE & MEDICAL IMAGING-
CiteScore
4.10
自引率
4.20%
发文量
0
期刊介绍: JMI covers fundamental and translational research, as well as applications, focused on medical imaging, which continue to yield physical and biomedical advancements in the early detection, diagnostics, and therapy of disease as well as in the understanding of normal. The scope of JMI includes: Imaging physics, Tomographic reconstruction algorithms (such as those in CT and MRI), Image processing and deep learning, Computer-aided diagnosis and quantitative image analysis, Visualization and modeling, Picture archiving and communications systems (PACS), Image perception and observer performance, Technology assessment, Ultrasonic imaging, Image-guided procedures, Digital pathology, Biomedical applications of biomedical imaging. JMI allows for the peer-reviewed communication and archiving of scientific developments, translational and clinical applications, reviews, and recommendations for the field.
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