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

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Publicado en:JMIR Medical Education vol. 11 (2025), p. e68518-e68534
Autor principal: Pérez-Baena, Alba Virtudes
Otros Autores: Rudolphi-Solero, Teodoro, Lorenzo-Álvarez, Rocío, Ruiz-Gómez, Miguel José, Sendra-Portero, Francisco
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JMIR Publications
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Acceso en línea:Citation/Abstract
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Resumen: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.
ISSN:2369-3762
DOI:10.2196/68518
Fuente:Health & Medical Collection