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.

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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
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article

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

Miguel J. Ruiz-Gómez, Francisco Sendra‐Portero, Teodoro Rudolphi‐Solero, Rocío Lorenzo-Álvarez et al.
1 citations
JMIR Medical Education
Educational Games and Gamification
3.44
article

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

Miguel J. Ruiz-Gómez, Francisco Sendra‐Portero, Teodoro Rudolphi‐Solero, Rocío Lorenzo-Álvarez, Alba Virtudes Pérez-Baena
article en
1 citations

Abstract

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.

JMIR Medical EducationVol. 11
Hospital Comarcal de Inca (ES), Universidad de Málaga (ES)
Quality Education
Openalex Percentile: Top 10%
Educational Games and Gamification
3.44
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