‘<scp>SOMS BrainSpace</scp>’: A digital serious game for undergraduate neuroscience

Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach. Developed in Unity, SOMS BrainSpace features three modes: (1) 3D Digital Atlas: An interactive atlas with virtual neuroanatomical models, information hotspots, and quizzes linked to a scoreboard. (2) BrainSpace Rooms: A first-person escape-room game where players interact with 3D models, characters, or diagrams to complete challenges, crack codes, and escape. (3) Blitz Clinic: A task-based mode where players complete tasks related to a neurological condition within 5 min and identify the condition to finish. Key outcomes included improvements in academic performance, motivation, and perceptions of game-based learning. The study used convenience sampling of first-year University of Sydney allied health undergraduates (n = 91) and neuroscience academics (n = 5) from the University of Sydney and the University of Adelaide. Thematic analysis of semi-structured interviews revealed that academics acknowledged the challenges of learning neuroanatomy for undergraduates and supported the use of game-based learning tools. Students found SOMS BrainSpace engaging and appreciated the ability to access it on personal devices. Quantitative analysis showed no significant difference in pre- (n = 79) and post-game (n = 80) knowledge quiz scores (p = 0.86). However, an inter-cohort comparison of 2023 (n = 89) and 2022 (n = 117) in-semester exam scores revealed significantly higher results for the 2023 cohort in the 'Neuroscience' topic (p < 0.001). These findings suggest that accessible game-based learning tools can enhance motivation and long-term academic performance in neuroanatomy.

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Publication Details

Journal
Anatomical Sciences Education
Published
2025-06-27
DOI
https://doi.org/10.1002/ase.70086
Primary Topic
Anatomy and Medical Technology
Type
article
Field-Weighted Citation Impact
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article

‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience

Craig Campbell, Elizabeth Hegedus, Jin Y. Huang, Anthony Tran
Anatomical Sciences Education
Anatomy and Medical Technology
article

‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience

Craig Campbell, Elizabeth Hegedus, Jin Y. Huang, Anthony Tran
article en

Abstract

Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach. Developed in Unity, SOMS BrainSpace features three modes: (1) 3D Digital Atlas: An interactive atlas with virtual neuroanatomical models, information hotspots, and quizzes linked to a scoreboard. (2) BrainSpace Rooms: A first-person escape-room game where players interact with 3D models, characters, or diagrams to complete challenges, crack codes, and escape. (3) Blitz Clinic: A task-based mode where players complete tasks related to a neurological condition within 5 min and identify the condition to finish. Key outcomes included improvements in academic performance, motivation, and perceptions of game-based learning. The study used convenience sampling of first-year University of Sydney allied health undergraduates (n = 91) and neuroscience academics (n = 5) from the University of Sydney and the University of Adelaide. Thematic analysis of semi-structured interviews revealed that academics acknowledged the challenges of learning neuroanatomy for undergraduates and supported the use of game-based learning tools. Students found SOMS BrainSpace engaging and appreciated the ability to access it on personal devices. Quantitative analysis showed no significant difference in pre- (n = 79) and post-game (n = 80) knowledge quiz scores (p = 0.86). However, an inter-cohort comparison of 2023 (n = 89) and 2022 (n = 117) in-semester exam scores revealed significantly higher results for the 2023 cohort in the 'Neuroscience' topic (p < 0.001). These findings suggest that accessible game-based learning tools can enhance motivation and long-term academic performance in neuroanatomy.

Anatomical Sciences Education
The University of Sydney (AU)
Quality Education
Openalex Percentile: Top 86%
Anatomy and Medical Technology
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