Karimian Zahra, Momeni Mohammad, Zarifsanaiey Nahid
Department of E-Learning in Medical Sciences, Virtual School and Center of Excellence in e-Learning, Shiraz University of Medical Sciences, Shiraz, Iran.
Division of Radiology, Sina Hospital, Tehran University of Medical Sciences, Tehran, Iran.
BMC Med Educ. 2025 Jul 1;25(1):958. doi: 10.1186/s12909-025-07523-x.
Interpreting radiographs is a complex task due to the diverse pathologies that can affect their appearance, leading to difficulties and ambiguities in interpretation. It is crucial to employ engaging and effective educational methods for medical students. This study focuses on designing, implementing, and evaluating a gamification approach to enhance radiographic interpretation skills among medical students.
The research utilized a Quazi-experimental design involving 82 fifth-year medical students enrolled in a radiographic interpretation course during the 2022-2023 years. Participants were divided into two groups of received internship in a routine method (In-person rotation) and gamified approach training (In-person rotation + Gamification). Students engaged in a competitive gamified environment with a total of 200 clinical cases. Three assessment instruments were used: 80 multiple-choice questions (MCQs), 10 scenario-based cases in an Objective Structured Clinical Examination (OSCE), and a 21-item Technology Acceptance Model (TAM) questionnaire to evaluate student satisfaction. Data analysis was conducted using paired t-tests, independent t-tests, and one-sample t-tests with SPSS version 24.
The comparison of knowledge scores between post-tests and pre-tests indicated significant differences for both routine method (In-person rotation) (P < 0.001) and the gamification approach (P < 0.001). However, when comparing post-test scores between the two groups, the results revealed that the gamification method was significantly more effective than In-person rotation (P < 0.001). Additionally, the acceptance of technology, as measured by student satisfaction in the gamified education group, exceeded the cutoff average across all components.
The study's findings demonstrate that gamified method effectively enhances knowledge, skill, and student satisfaction. Implementing this approach in educational settings can lead to significant benefits, creating a more engaging and interactive learning experience that improves academic outcomes and increases student motivation and enjoyment.
由于多种病理情况会影响X光片的表现,解读X光片是一项复杂的任务,这导致解读过程中存在困难和模糊性。为医学生采用引人入胜且有效的教育方法至关重要。本研究聚焦于设计、实施和评估一种游戏化方法,以提高医学生的X光片解读技能。
该研究采用准实验设计,涉及82名2022 - 2023学年参加X光片解读课程的五年级医学生。参与者被分为两组,一组接受常规方法的实习(现场轮转),另一组接受游戏化方法培训(现场轮转 + 游戏化)。学生们在一个竞争激烈的游戏化环境中处理总共200个临床病例。使用了三种评估工具:80道多项选择题(MCQ)、客观结构化临床考试(OSCE)中的10个基于场景的病例,以及一份21项的技术接受模型(TAM)问卷来评估学生满意度。使用SPSS 24版进行配对t检验、独立t检验和单样本t检验进行数据分析。
后测与前测知识分数的比较表明,常规方法(现场轮转)(P < 0.001)和游戏化方法(P < 0.001)均有显著差异。然而,两组后测分数比较结果显示,游戏化方法比现场轮转显著更有效(P < 0.001)。此外,通过游戏化教育组学生满意度衡量的技术接受度超过了所有组成部分的平均临界值。
该研究结果表明,游戏化方法有效地提高了知识、技能和学生满意度。在教育环境中实施这种方法可带来显著益处,创造更具吸引力和互动性的学习体验,改善学业成绩,提高学生的积极性和学习乐趣。