From experience to insight: Investigating first-year radiography students' experiences of the Amazing Radiography Race through the Gibbs reflective cycle

Five main themes were developed: 1) Positive affective experiential learning 2) Introduction to foundational radiographic principles, 3) Insight into the reality of the clinical environment and career progression, 4) Learning through peer-mentorship and 5) Improvement of game dynamics. The students' reflections indicate that the ARR had a multitude of benefits that the students could use to build on as they start their first year of study CONCLUSION: The Amazing Radiography Race demonstrates the value of gamification in health science orientation, promoting self-directed learning, teamwork, and essential interpersonal skills. It provided meaningful exposure for students with limited preclinical experience and highlighted the critical role of enthusiastic facilitators, especially senior students, in creating a supportive learning environment. While clinical settings may pose challenges, the ARR offers a scalable, context-sensitive model for enhancing orientation across disciplines.

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Publication Details

Journal
Journal of medical imaging and radiation sciences
Published
2025-11-21
DOI
https://doi.org/10.1016/j.jmir.2025.102149
Primary Topic
Educational Games and Gamification
Type
article
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article

From experience to insight: Investigating first-year radiography students' experiences of the Amazing Radiography Race through the Gibbs reflective cycle

Hafsa Essop, Kealeboga P Menwe, Zanelle Kruger
Journal of medical imaging and radiation sciences
Educational Games and Gamification
article

From experience to insight: Investigating first-year radiography students' experiences of the Amazing Radiography Race through the Gibbs reflective cycle

Hafsa Essop, Kealeboga P Menwe, Zanelle Kruger
article en

Abstract

Five main themes were developed: 1) Positive affective experiential learning 2) Introduction to foundational radiographic principles, 3) Insight into the reality of the clinical environment and career progression, 4) Learning through peer-mentorship and 5) Improvement of game dynamics. The students' reflections indicate that the ARR had a multitude of benefits that the students could use to build on as they start their first year of study CONCLUSION: The Amazing Radiography Race demonstrates the value of gamification in health science orientation, promoting self-directed learning, teamwork, and essential interpersonal skills. It provided meaningful exposure for students with limited preclinical experience and highlighted the critical role of enthusiastic facilitators, especially senior students, in creating a supportive learning environment. While clinical settings may pose challenges, the ARR offers a scalable, context-sensitive model for enhancing orientation across disciplines.

Journal of medical imaging and radiation sciencesVol. 57(1)
University of Pretoria (ZA)
Openalex Percentile: Top 61%
Educational Games and Gamification
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From experience to insight: Investigating first-year radiography students' experiences of the Amazing Radiography Race through the Gibbs reflective cycle — Hafsa Essop, Kealeboga P Menwe, et al. · Journal of medical imaging and radiation sciences (2025) | TGRS Research Map | TGRS