Insights into Imaging (Jun 2021)

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

  • Teodoro Rudolphi-Solero,
  • Alberto Jimenez-Zayas,
  • Rocio Lorenzo-Alvarez,
  • Dolores Domínguez-Pinos,
  • Miguel Jose Ruiz-Gomez,
  • Francisco Sendra-Portero

DOI
https://doi.org/10.1186/s13244-021-01032-3
Journal volume & issue
Vol. 12, no. 1
pp. 1 – 12

Abstract

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Abstract Background A multi-user competitive game within the virtual world Second Life for undergraduate radiology learning was adapted for team participation. This study aimed to assess student perception, impact on learning, and eventual correlation of game results with post-exposure tests and course grades. Methods The game consisted of six weekly stages, dedicated to thoracic, abdominal, and musculoskeletal radiological anatomy and semiology. Participants had several days a week to review self-guided radiology educational content and then complete individual multiple-choice tests and solve team tasks to progress through the game's ranking. Additionally, they completed a cognitive load test, a questionnaire about the experience and a post-exposure knowledge test. Results Fifty-two students organised into 13 teams participated in the game and assessed different aspects of the experience with a mean score ≥ 7.8 on a 10-point scale, highlighting the participation of the teacher (9.3 ± 1.1), the educational contents (8.8 ± 1.4) and the usefulness for their education (8.7 ± 1.4). Participants obtained better post-exposure test results (p < 0.007) and better course grades (p < 0.021) than non-participants did. Conclusion A multi-user game adapted to team competition to learn radiology in Second Life was very positively perceived by third-year medical students, who highly valued its content, organisation, and usefulness for their training. Most of the participants agreed that they had collaborated as a team and that playing in competitive environments helps them learn better. The best post-exposure and academic results compared to non-participating students indicate the potential impact of the game on learning.

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