Teodoro Rudolphi-Solero

Mr. Teodoro Rudolphi-Solero

Hospital Universitario Virgen de las Nieves, Granada, Andalusia, Spain
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Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 October 2019 in Anatomical Sciences Education
Verified
Journal Article
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RLRocio Lorenzo‐Alvarez
Rocio Lorenzo‐Alvarez
TRTeodoro Rudolphi-Solero
Teodoro Rudolphi-Solero
MRMiguel J. Ruiz-Gómez
Miguel J. Ruiz-Gómez
Francisco Sendra-PorteroFrancisco Sendra-Portero
Francisco Sendra-Portero

1 September 2019 in American Journal of Roentgenology
Verified
Journal Article
Closed access
RLRocio Lorenzo-Alvarez
Rocio Lorenzo-Alvarez
TRTeodoro Rudolphi-Solero
Teodoro Rudolphi-Solero
MRMiguel J. Ruiz-Gómez
Miguel J. Ruiz-Gómez
Francisco Sendra-PorteroFrancisco Sendra-Portero
Francisco Sendra-Portero
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...

27 August 2021 in Anatomical Sciences Education
Verified
Journal Article
Open access
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TRTeodoro Rudolphi-Solero
Teodoro Rudolphi-Solero
RLRocio Lorenzo‐Alvarez
Rocio Lorenzo‐Alvarez
MRMiguel J. Ruiz-Gómez
Miguel J. Ruiz-Gómez
Francisco Sendra-PorteroFrancisco Sendra-Portero
Francisco Sendra-Portero
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 < 0.01). Participants valued positively the organization and educational contents but found the virtual world less attractive and the game less interesting than in the voluntary edition. The experience globally was rated with 8.2 (±1.5), 7.8 (±1.5), and 7.1 (±1.7) mean points (±SD) in a ten‐point scale, in the 2015, 2016, and 2017 editions, respectively (P < 0.05). Competitive learning games within virtual worlds like Second Life have great learning potential in radiology, but the mean score in the game decreased, acceptance of virtual world technology was lower, and opinion about the game was worse with a compulsory participation, and even worse when dropouts were not allowed. Under the conditions in which this study was conducted, learning games in three‐dimensional virtual environments should be voluntary to maintain adequate motivation and engagement of medical students.

6 August 2024 in Journal of Medical Internet Research
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Journal Article
Open access
Francisco Sendra-PorteroFrancisco Sendra-Portero
Francisco Sendra-Portero
RLRocío Lorenzo-Álvarez
Rocío Lorenzo-Álvarez
TRTeodoro Rudolphi-Solero
Teodoro Rudolphi-Solero
MRMiguel J. Ruiz-Gómez
Miguel J. Ruiz-Gómez
The immersive virtual world platform Second Life (SL) was conceived 25 years ago, when Philip Rosedale founded Linden Lab in 1999 with the intention of developing computing hardware that would allow people to immerse themselves in a virtual world. This initial effort was transformed 4 years later into SL, a universally accessible virtual world centered on the user, with commercial transactions and even its own virtual currency, which fully connects with the concept of the metaverse, recently repopularized after the statements of the chief executive officer of Meta (formerly Facebook) in October 2021. SL is considered the best known virtual environment among higher education professionals. This paper aimed to review medical education in the SL metaverse; its evolution; and its possibilities, limitations, and future perspectives, focusing especially on medical education experiences during undergraduate, residency, and continuing medical education. The concept of the metaverse and virtual worlds was described, making special reference to SL and its conceptual philosophy, historical evolution, and technical aspects and capabilities for higher education. A narrative review of the existing literature was performed, including at the same time a point of view from our teaching team after an uninterrupted practical experience of undergraduate and postgraduate medical education in the last 13 years with >4000 users and >10 publications on the subject. From an educational point of view, SL has the advantages of being available 24/7 and creating in the student the important feeling of “being there” and of copresence. This, together with the reproduction of the 3D world, real-time interaction, and the quality of voice communication, makes the immersive experiences unique, generating engagement and a fluid interrelation of students with each other and with their teachers. Various groups of researchers in medical education have developed experiences during these years, which have shown that courses, seminars, workshops and conferences, problem-based learning experiences, evaluations, teamwork, gamification, medical simulation, and virtual objective structured clinical examinations can be successfully carried out. Acceptance from students and faculty is generally positive, recognizing its usefulness for undergraduate medical education and continuing medical education. In the 25 years since its conception, SL has proven to be a virtual platform that connects with the concept of the metaverse, an interconnected, open, and globally accessible system that all humans can access to socialize or share products for free or using a virtual currency. SL remains active and technologically improved since its creation. It is necessary to continue carrying out educational experiences, outlining the organization, objectives, and content and measuring the actual educational impact to make SL a tool of more universal use.

ALAndres Lozano
Andres Lozano
TRTeodoro Rudolphi-Solero
Teodoro Rudolphi-Solero
Enrique Nava BaroEnrique Nava Baro
Enrique Nava Baro
MRMiguel J. Ruiz-Gómez
Miguel J. Ruiz-Gómez
Francisco Sendra-PorteroFrancisco Sendra-Portero
Francisco Sendra-Portero
Second Life is a multi-user virtual world platform which enables online learning through immersive activities. This study evaluates the perception of third-year biomedical engineering students about learning activities complementary to a biomedical imaging course carried out within Second Life and focused on training in the public presentation of scientific content to their peers. Between 2015 and 2017, students gave oral presentations on medical imaging topics selected from the proposals of their classmates. Participants were invited to complete an evaluation questionnaire. In the three years of the study, 133 students enrolled in the course (48, 46, and 39 consecutively), and 97 of them delivered the questionnaire (48%, 83%, and 92%, consecutively). Attendance at the sessions ranged between 88% and 44%. The students positively value the experiences, especially the teacher, the educational content, and the virtual island environment, with mean scores greater than or equal to 8.4, 7.7, and 7.7, respectively, on a 1–10-point scale. Overall, they valued Second Life as an attractive and suitable environment for their training in science communication skills, in which they gain self-confidence and are less afraid of speaking in public. Second Life enables students to present scientific content effectively to their peers, receiving hands-on training in the tasks of collecting, organizing, and presenting data, with the benefits of remote access, collaborative work, and social interaction.

27 December 2021 in Diagnostics
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Journal Article
Open access
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TRTeodoro Rudolphi-Solero
Teodoro Rudolphi-Solero
ETEva María Triviño-Ibáñez
Eva María Triviño-Ibáñez
AMAntonio Medina-Benítez
Antonio Medina-Benítez
JFJavier Fernández-Fernández
Javier Fernández-Fernández
DRDaniel José Rivas-Navas
Daniel José Rivas-Navas
ARAntonio Rodríguez-Fernández
Antonio Rodríguez-Fernández
Fibrolamellar hepatocellular carcinoma is a primary hepatic tumor that usually appears in young adults. Radical surgery is considered curative for this kind of tumor, so early diagnosis becomes essential for the prognosis of the patients. The main characteristic of this entity is the central scar, which is the center of differential diagnosis. We report the case of a 30-year-old man who was diagnosed with fibrolamellar hepatocellular carcinoma by ultrasonography. Contrast-enhanced CT confirmed this diagnosis, and the patient underwent a [18F] fluorocholine PET/CT. Hypermetabolism and the morphology in the nuclear medicine exploration suggest neoplastic nature of the lesion. Radical surgery was performed, and histopathologic analysis was performed, which resulted in focal nodular hyperplasia. Hepatic masses with central scar could have a difficult differential diagnosis, and focal nodular hyperplasia could mimic fibrolamellar hepatocellular carcinoma imaging patterns. These morphofunctional characteristics have not been described in [18F] Fluorocholine PET/CT, so there is a need to find out the potential role PET/CT in the differential diagnosis of hepatic mass with central scar.