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Revista Latinoamericana de Simulación Clínica

ISSN 2683-2348 (Electronic)
Federación Latinoamericana de Simulación Clínica y Seguridad del Paciente
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2024, Number 3

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Simulación Clínica 2024; 6 (3)

Implementation of gamification in dermatology learning for students at the Medical Simulation Center of Universidad Anáhuac Querétaro

Arana-Martínez E, Negrete-García LJ, Hernández-Huitrón JE, Nara-Guadarrama DJ, Chaparro-Obregón MF
Full text How to cite this article 10.35366/118839

DOI

DOI: 10.35366/118839
URL: https://dx.doi.org/10.35366/118839

Language: Spanish
References: 6
Page: 127-131
PDF size: 269.02 Kb.


Key words:

gamification, dermatology, game.

ABSTRACT

Introduction: gamification is a technique that uses game mechanics to enhance the learning experience. The proposed activities allow the application of this technique in the dermatology subject within the simulation area. Material and methods: four gamification activities on dermatology topics were designed by intern doctors at a simulation center for seventh-semester students. Satisfaction was evaluated through a survey at the end of the four sessions. Results: the activities were implemented in four different teams of seven to nine students per month (a total of 31 students during the semester). Through a survey, the majority of the students expressed that the sessions helped them to better understand the concepts of the subject, fostered motivation to participate due to gamification, and promoted a collaborative and team-oriented environment. Additionally, they shared that the sessions were easy to follow, well-organized, and recommended the use of gamification in future dermatology sessions. Conclusions: gamification within the context of dermatology was successfully implemented. The activities were recognized as a useful strategy that reinforces concepts, improves pattern recognition, fosters teamwork, and motivates students to actively participate in their education.


REFERENCES

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  2. Hamza M, Kavanagh K, Keane B, Condren J, Hennessy A. Gamification of simulation teaching delivery. Ir Med J [Internet]. 2022; 115 (6). Available in: https://hdl.handle.net/10779/rcsi.21674570.v1

  3. Szeto MD, Strock D, Anderson J, Sivesind TE, Vorwald VM, Rietcheck HR, et al. Gamification and game-based strategies for dermatology education: narrative review. JMIR Dermatol. 2021; 4 (2): e30325. doi: 10.2196/30325.

  4. Ishizuka K, Shikino K, Kasai H, Hoshina Y, Miura S, Tsukamoto T, et al. The influence of Gamification on medical students' diagnostic decision making and awareness of medical cost: a mixed-method study. BMC Med Educ. 2023; 23 (1): 813. doi: 10.1186/s12909-023-04808-x.

  5. Xu M, Luo Y, Zhang Y, Xia R, Qian H, Zou X. Game-based learning in medical education. Front Public Health. 2023; 11: 1113682. doi: 10.3389/fpubh.2023.1113682.

  6. Rinner C, Kittler H, Rosendahl C, Tschandl P. Analysis of collective human intelligence for diagnosis of pigmented skin lesions harnessed by gamification via a web-based training platform: simulation reader study. J Med Internet Res. 2020; 22 (1): e15597. doi: 10.2196/15597.




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Simulación Clínica. 2024;6