<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-05-30T04:05:36Z</responseDate><request verb="GetRecord" identifier="oai:riuma.uma.es:10630/39562" metadataPrefix="marc">https://riuma.uma.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:riuma.uma.es:10630/39562</identifier><datestamp>2026-02-03T10:49:51Z</datestamp><setSpec>com_10630_2254</setSpec><setSpec>col_10630_37953</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Rudolphi Solero, Teodoro</subfield>
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      <subfield code="a">Lorenzo Álvarez, Rocío</subfield>
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      <subfield code="a">Domínguez-Pinos, Dolores</subfield>
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      <subfield code="a">Ruiz-Gómez, Miguel José</subfield>
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      <subfield code="a">Sendra-Portero, Francisco</subfield>
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      <subfield code="c">2024</subfield>
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      <subfield code="a">Purpose: The aim of this study was to evaluate an interuniversity competition online to learn radiology held in a 3-D virtual world, the Second Life metaverse, by analyzing the results of the game and students’ perceptions.&#xd;
Methods: Medical students voluntarily participated in teams of four, for 6 weeks, successively covering radiologic anatomy and radiologic semiology of the chest, abdomen, and musculoskeletal. Each week, participants had 4.5 days to study self-learning pre-sentations and 2.5 days to complete an individual multiple-choice test and a team task, the results of which determined the game’s ranking. Participants were asked to complete a cognitive-load test, a perception questionnaire, and a postexposure knowledge test.&#xd;
Results: The competition was repeated for 2 years (editions), in 2020 and 2021. Seventy-ﬁve of 102 teams (73.5%) registered completed the game; 76% of them included third-year students. The average percentage of correct answers in the individual tests and team tasks was 74.2 +/- 15.1 and 71.6 +/- 14.7 respectively, without signiﬁcant differences between both competitions. In general, the experience was valued positively (scores >8 on a 10-point scale). A lower perception score was found in 2021 among students from universities other than the organizing university, showing a positive correlation with the in-game score.&#xd;
Conclusions: An interuniversity competition in the Second Life metaverse for undergraduate learning radiology is feasible and reproducible. Participating medical students considered it interesting and useful and also identiﬁed this activity during the 2 years of the coronavirus disease 2019 pandemic as a playful learning and social interaction experience.</subfield>
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      <subfield code="a">Rudolphi-Solero T, Lorenzo-Álvarez R, Domínguez-Pinos D, Ruiz-Gómez MJ, Sendra-Portero F. An Interuniversity Competition for Medical Students to Learn Radiology in the Second Life Metaverse. J Am Coll Radiol. 2024;21(5):812-821. doi:10.1016/j.jacr.2023.09.012</subfield>
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      <subfield code="a">https://hdl.handle.net/10630/39562</subfield>
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      <subfield code="a">10.1016/j.jacr.2023.09.012</subfield>
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      <subfield code="a">Radiología médica - Estudio y enseñanza</subfield>
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      <subfield code="a">Gamificación</subfield>
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      <subfield code="a">An Interuniversity Competition for Medical Students to Learn Radiology in the Second Life Metaverse</subfield>
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