Literature DB >> 31665564

Game-Based Learning in Virtual Worlds: A Multiuser Online Game for Medical Undergraduate Radiology Education within Second Life.

Rocio Lorenzo-Alvarez1, Teodoro Rudolphi-Solero2, Miguel J Ruiz-Gomez3, Francisco Sendra-Portero3.   

Abstract

Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.
© 2019 American Association of Anatomists.

Entities:  

Keywords:  e-learning/computers; education research; game-based learning; gross anatomy education; medical education; radiology competition; radiology education; undergraduate education; virtual worlds

Mesh:

Year:  2019        PMID: 31665564     DOI: 10.1002/ase.1927

Source DB:  PubMed          Journal:  Anat Sci Educ        ISSN: 1935-9772            Impact factor:   5.958


  6 in total

1.  Emerging simulation technologies in global craniofacial surgical training.

Authors:  Divya Mehrotra; A F Markus
Journal:  J Oral Biol Craniofac Res       Date:  2021-06-27

Review 2.  A Review of the Use of Virtual Reality for Teaching Radiology in Conjunction With Anatomy.

Authors:  Dimitrios Chytas; Marios Salmas; Theano Demesticha; George Noussios; Georgios Paraskevas; Chrysanthos Chrysanthou; Irene Asouhidou; Anastasios Katsourakis; Aliki Fiska
Journal:  Cureus       Date:  2021-12-05

Review 3.  Virtual Simulation in Undergraduate Medical Education: A Scoping Review of Recent Practice.

Authors:  Qingming Wu; Yubin Wang; Lili Lu; Yong Chen; Hui Long; Jun Wang
Journal:  Front Med (Lausanne)       Date:  2022-03-30

Review 4.  Current Status of Radiology Education Online: a Comprehensive Update.

Authors:  Som Subhro Biswas; Srirupa Biswas; Sandeep Singh Awal; Hitesh Goyal
Journal:  SN Compr Clin Med       Date:  2022-08-11

5.  A team-based competition for undergraduate medical students to learn radiology within the virtual world Second Life.

Authors:  Teodoro Rudolphi-Solero; Alberto Jimenez-Zayas; Rocio Lorenzo-Alvarez; Dolores Domínguez-Pinos; Miguel Jose Ruiz-Gomez; Francisco Sendra-Portero
Journal:  Insights Imaging       Date:  2021-06-29

6.  Virtual Reality in Medical Students' Education: Scoping Review.

Authors:  Haowen Jiang; Sunitha Vimalesvaran; Jeremy King Wang; Kee Boon Lim; Sreenivasulu Reddy Mogali; Lorainne Tudor Car
Journal:  JMIR Med Educ       Date:  2022-02-02
  6 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.