Impact of compulsory participation of medical students in a multiuser online game to learn radiological anatomy and radiological signs within the virtual world Second Life

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2021-12-01

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Rudolphi-Solero, Teodoro
Lorenzo-Alvarez, Rocio
Ruiz-Gomez, Miguel J.
Sendra-Portero, Francisco

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Wiley
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Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on self-guided presentations and multiple-choice tests in a mandatory format, to evaluate its development and student perceptions compared to a voluntary edition in 2015 (N = 90). In 2016 and 2017, respectively, 191 and 182 third-year medical students participated in the game as a mandatory course activity. The mean (+/- SD) score of the game was 74.7% (+/- 19.5%) in 2015, 71.2% (+/- 21.5%) in 2016, and 67.5% (+/- 21.5%) in 2017 (P

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education research, e-learning, computers, game-based learning, gross anatomy education, radiology education, medical education, undergraduate education, virtual worlds, Self-determination theory, Health-care, User acceptance, Serious games, Education, Motivation, Voluntary, Elements, Skills, Gamification

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