Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study
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. Lower ratings in the second year may reflect contextual differences, such as changes in COVID-19 pandemic restrictions.
Authors
- Miguel J. Ruiz-Gómez (ORCID: https://orcid.org/0000-0003-4630-7588)
- Francisco Sendra‐Portero (ORCID: https://orcid.org/0000-0001-9535-9806)
- Teodoro Rudolphi‐Solero (ORCID: https://orcid.org/0000-0001-7256-8787)
- Rocío Lorenzo-Álvarez (ORCID: https://orcid.org/0000-0002-3502-661X)
- Alba Virtudes Pérez-Baena (ORCID: https://orcid.org/0000-0001-6192-0706)
Institutions
- Hospital Comarcal de Inca (ES)
- Universidad de Málaga (ES)
Publication Details
- Journal
- JMIR Medical Education
- Published
- 2025-05-05
- DOI
- https://doi.org/10.2196/68518
- Citations
- 1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 3.44