Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study
| dc.centro | Facultad de Medicina | es_ES |
| dc.contributor.author | Perez-Baena, Alba Virtudes | |
| dc.contributor.author | Rudolphi-Solero, Teodoro | |
| dc.contributor.author | Lorenzo-Alvarez, Rocío | |
| dc.contributor.author | Ruiz-Gómez, Miguel José | |
| dc.contributor.author | Sendra-Portero, Francisco | |
| dc.date.accessioned | 2026-01-22T10:58:13Z | |
| dc.date.issued | 2025 | |
| dc.departamento | Radiología y Medicina Física, Oftalmología y Otorrinolaringología | es_ES |
| dc.description.abstract | 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. 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.citation | Perez-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.doi | 10.2196/68518 | |
| dc.identifier.uri | https://hdl.handle.net/10630/44726 | |
| dc.language.iso | eng | es_ES |
| dc.publisher | JMIR PUBLICATIONS | |
| dc.rights | Attribution 4.0 International | en |
| dc.rights.accessRights | open access | es_ES |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
| dc.subject | Radiología médica | |
| dc.subject.other | Radiology education | |
| dc.subject.other | Medical students | |
| dc.subject.other | Computer simulation | |
| dc.subject.other | Virtual worlds | |
| dc.subject.other | Emergency radiology | |
| dc.subject.other | Game-based learning | |
| dc.subject.other | Case-based learning | |
| dc.title | Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study | es_ES |
| dc.type | journal article | es_ES |
| dc.type.hasVersion | VoR | es_ES |
| dspace.entity.type | Publication | |
| relation.isAuthorOfPublication | 52572afd-4d3c-4c34-82a7-3774888d42e1 | |
| relation.isAuthorOfPublication | a20ee7c3-c7bd-4428-b55f-69943bd94e4b | |
| relation.isAuthorOfPublication.latestForDiscovery | 52572afd-4d3c-4c34-82a7-3774888d42e1 |
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