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...
1 January 2009 in Electromagnetic Biology and Medicine
The International Agency for Research on Cancer (IARC) has classified the extremely low-frequency (ELF) electromagnetic fields (EMF) as “possible carcinogenic” based on the reported effects. The purpose of this work is to review and compare the recent findings related to the induction of DNA strand breaks (DNA-SB) by magnetic field (MF) exposure. We found 29 studies (genotoxic and epigenetic) about the induction of DNA-SB by MF. 50% showed effect of MF and 50% showed no DNA-SB. Nevertheless, considering only genotoxic or only epigenetic studies, 37.5% and 69.2% found induction of DNA-SB by MF, respectively. In relation to these data it seems that MF could act as a co-inductor of DNA damage rather than as a genotoxic agent per se. Nevertheless, the published results, in some cases conflicting with negative findings, do not facilitate to obtain a common consensus about MF effects and biophysical interaction mechanisms.
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.