Content area

Abstract

Background:Emergency radiology is essential for future doctors, who will face urgent cases requiring radiologic diagnosis. Using virtual simulations, gamified clinical scenarios, and case-based learning enhances practical understanding, develops technical and communication skills, and fosters educational innovation.

Objective:This study aimed to assess the feasibility of learning emergency radiology in the virtual world Second Life (Linden Lab) through a gamified experience by evaluating team performance in clinical case resolution, individual performance on seminar assessments, and students’ perceptions of the activity.

Methods:Teams of 3‐4 final-year medical students, during a 2-week radiology clerkship, had access to 7 clinical cases in virtual clinical stations and were randomly assigned 2 to solve and submit. They later discussed the cases in a synchronous virtual meeting and attended an emergency radiology seminar. The experience was repeated over 2 consecutive years to assess reproducibility through comparison of learning outcomes and students’ perceptions. Learning outcomes were evaluated through team-based case resolution and individual seminar assessments. Students’ perceptions were gathered via a voluntary questionnaire including 5-point Likert scale items, cognitive load ratings, 10-point evaluations, and open-ended comments.

Results:In total, 182 students participated in 2020‐2021 and 170 in 2021‐2022, demonstrating strong team-based case resolution skills with mean scores of 7.36 (SD 1.35) and 8.41 (SD 0.99), respectively (P<.001). The perception questionnaire had a 90.6% response rate. The highest cognitive load was observed in avatar editing (median 7, 95% CI 6.56‐6.96). Case-solving cognitive load was significantly lower in 2021‐2022 compared with 2020‐2021 (median 6, 95% CI 5.69‐6.21 vs 5.10‐5.66; P<.001). The students rated the experience highly, with average scores exceeding 8.0 out of 10 across various aspects. Notably, the highest-rated aspects were the teaching staff (9.13, SD 1.15), cases (8.60, SD 1.31), project organization (8.42, SD 1.67), and virtual rooms (8.36, SD 1.62). The lowest-rated aspect was internet connectivity (6.68, SD 2.53). Despite the positive scores, all aspects were rated significantly lower in 2021‐2022 compared with 2020‐2021. These year-to-year comparisons in performance and perception support the reproducibility of the experience.

Conclusions: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.

Details

1009240
Business indexing term
Title
Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study
Publication title
Volume
11
First page
e68518
Number of pages
17
Publication year
2025
Publication date
2025
Section
New Methods and Approaches in Medical Education
Publisher
JMIR Publications
Place of publication
Toronto
Country of publication
Canada
Publication subject
e-ISSN
23693762
Source type
Scholarly Journal
Language of publication
English
Document type
Journal Article
Publication history
 
 
Online publication date
2025-08-05
Milestone dates
2024-11-07 (Preprint first published); 2024-11-07 (Submitted); 2025-05-01 (Revised version received); 2025-05-05 (Accepted); 2025-08-05 (Published)
Publication history
 
 
   First posting date
05 Aug 2025
ProQuest document ID
3236962619
Document URL
https://www.proquest.com/scholarly-journals/gamified-learning-virtual-world-undergraduate/docview/3236962619/se-2?accountid=208611
Copyright
© 2025. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
Last updated
2025-08-06
Database
ProQuest One Academic