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

dc.centroFacultad de Medicinaes_ES
dc.contributor.authorPerez-Baena, Alba Virtudes
dc.contributor.authorRudolphi-Solero, Teodoro
dc.contributor.authorLorenzo-Alvarez, Rocío
dc.contributor.authorRuiz-Gómez, Miguel José
dc.contributor.authorSendra-Portero, Francisco
dc.date.accessioned2026-01-22T10:58:13Z
dc.date.issued2025
dc.departamentoRadiología y Medicina Física, Oftalmología y Otorrinolaringologíaes_ES
dc.description.abstractObjective: 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. Results: 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.es_ES
dc.identifier.citationPerez-Baena, Alba Virtudes, Teodoro Rudolphi-Solero, Rocio Lorenzo-Alvarez, Miguel Jose Ruiz-Gomez, y Francisco Sendra-Portero. «Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study». JMIR MEDICAL EDUCATION 11 (2025). https://doi.org/10.2196/68518.es_ES
dc.identifier.doi10.2196/68518
dc.identifier.urihttps://hdl.handle.net/10630/44726
dc.language.isoenges_ES
dc.publisherJMIR PUBLICATIONS
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsopen accesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectRadiología médica
dc.subject.otherRadiology education
dc.subject.otherMedical students
dc.subject.otherComputer simulation
dc.subject.otherVirtual worlds
dc.subject.otherEmergency radiology
dc.subject.otherGame-based learning
dc.subject.otherCase-based learning
dc.titleGamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Studyes_ES
dc.typejournal articlees_ES
dc.type.hasVersionVoRes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication52572afd-4d3c-4c34-82a7-3774888d42e1
relation.isAuthorOfPublicationa20ee7c3-c7bd-4428-b55f-69943bd94e4b
relation.isAuthorOfPublication.latestForDiscovery52572afd-4d3c-4c34-82a7-3774888d42e1

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