OBJECTIVE. The purpose of this article is to compare the effectiveness of practical radiology learning by medical students in a 3D virtual world versus the real world. SUBJECTS AND METHODS. Two hun...
7 March 2022 in International Journal of Radiation Biology
The aim of this work is to review the published studies on radiation resistance mechanisms and molecular markers involved in different tumors. The revision has been focused in the last 5 years (201...
Background: A multi-user competitive game within the virtual world Second Life for undergraduate radiology learning was adapted for team participation. This study aimed to assess student perception, impact on learning, and eventual correlation of game results with post-exposure tests and course grades. Methods: The game consisted of six weekly stages, dedicated to thoracic, abdominal, and musculoskeletal radiological anatomy and semiology. Participants had several days a week to review self-guided radiology educational content and then complete individual multiple-choice tests and solve team tasks to progress through the game's ranking. Additionally, they completed a cognitive load test, a questionnaire about the experience and a post-exposure knowledge test. Results: Fifty-two students organised into 13 teams participated in the game and assessed different aspects of the experience with a mean score ≥ 7.8 on a 10-point scale, highlighting the participation of the teacher (9.3 ± 1.1), the educational contents (8.8 ± 1.4) and the usefulness for their education (8.7 ± 1.4). Participants obtained better post-exposure test results (p < 0.007) and better course grades (p < 0.021) than non-participants did. Conclusion: A multi-user game adapted to team competition to learn radiology in Second Life was very positively perceived by third-year medical students, who highly valued its content, organisation, and usefulness for their training. Most of the participants agreed that they had collaborated as a team and that playing in competitive environments helps them learn better. The best post-exposure and academic results compared to non-participating students indicate the potential impact of the game on learning.
The rise of artificial intelligence (AI) in medicine, and particularly in radiology, is becoming increasingly prominent. Its impact will transform the way the specialty is practiced and the current and future education model. The aim of this study is to analyze the perception that undergraduate medical students have about the current situation of AI in medicine, especially in radiology. A survey with 17 items was distributed to medical students between 3 January to 31 March 2022. Two hundred and eighty-one students correctly responded the questionnaire; 79.3% of them claimed that they knew what AI is. However, their objective knowledge about AI was low but acceptable. Only 24.9% would choose radiology as a specialty, and only 40% of them as one of their first three options. The applications of this technology were valued positively by most students, who give it an important Support Role, without fear that the radiologist will be replaced by AI (79.7%). The majority (95.7%) agreed with the need to implement well-established ethical principles in AI, and 80% valued academic training in AI positively. Surveyed medical students have a basic understanding of AI and perceive it as a useful tool that will transform radiology.