Gamification increases medical student confidence in surgical anatomy

IF 5.2 1区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Medical Education Pub Date : 2025-02-27 DOI:10.1111/medu.15627
Reagan Lee, Luca Kovacs, Jingjing Wang, Beatrice Lofthouse, Katie Hughes
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Abstract

Between 2020 and 2022, UK medical students had reduced opportunities to learn anatomy due to COVID-related cancellations of in-person cadaveric anatomy dissection and/or prosection sessions. Consequently, students may have reduced confidence in anatomy knowledge, limiting participation and learning during surgical placements.

To address this issue, simulated ‘game-style’ surgical anatomy tutorials were conducted to supplement undergraduate anatomy teaching by fifth-year medical students for students beyond their fourth-year of study at our local institution. Teaching was delivered from November 2023 to February 2024.

An eight-part synchronous online series was hosted on MedAll, an open-access health care content website (https://app.medall.org/search?q=esss&search_on_demand_videos=true&boost_editors_pick=2). Each 90-min session was themed around a surgical specialty, covering three interactive clinical cases. Each case was delivered by one fifth-year medical student who presented key background knowledge before guiding students through an interactive ‘game-style’ surgery. Cases were chosen based on common procedures and anatomy; a student would likely encounter on surgical placement and to reflect the undergraduate curriculum's intended learning outcomes (e.g. mediastinal anatomy in lobectomy). A ‘choose-your-own-adventure’ format was used as the ‘game-style’ component—students were involved in active decision-making and anatomical structure identification through anonymous multiple-choice group polling. This was performed at selected case junctures, illustrated by open-access surgery videos and annotated diagrams. Each decision triggered unique consequences (and explanations); wrong answers result in quippy feedback from ‘the mean registrar’ whilst correct answers would elicit affirmation from ‘the nice consultant’. Sessions concluded with anonymous multiple-choice questions with explanations for correct and incorrect answers.

Anonymous polls and feedback forms (5-point Likert Scales, free-text questions) assessed student experience.

Tutorial recordings were uploaded to MedAll. Subsequent asynchronous viewership was not analysed.

Students reported increased confidence in anatomical and surgical knowledge after attending sessions. Composite scores from 168 students showed the mean self-reported confidence in anatomical/surgical knowledge increased from 2.54 to 4.03 (5, most confident). Students reported enjoying the series' realism, interactivity and organisation with a composite score of 4.55 (5, most relevant). Feedback highlighted that gamifying surgical cases improved ‘interactivity’ and was ‘as if [students] were there themselves’.

This approach aided in simplifying complex anatomy through fun, case-based activities to foster engagement. With the anonymous decision-making format and low-pressure environment of a peer-led tutorial, students found the sessions a safe space to apply knowledge, while receiving high-yield explanations for correct answers. This reinforced understanding of content while maximising learners' confidence.

Peer-led teaching does have challenges. Variable teaching styles could reduce standardisation of content delivery and create an inconsistent learner experience.1 However, we found benefits in removing these traditional hierarchies. We felt it encouraged students to participate confidently without perceived judgement from senior colleagues. In future, we aim to mitigate the aforementioned issues through clearer standardisation guidelines and pilot sessions with tutors acting as attendees.

We hope this ‘game-style’ approach to teach surgically relevant anatomy will be integrated into undergraduate medical education. This accessible technique could contribute to improving students' learning experiences while broadening their understanding of surgery in an increasingly online world.

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游戏化增加医学生对外科解剖的信心。
在2020年至2022年期间,由于新冠肺炎相关的现场尸体解剖和/或检控课程取消,英国医学生学习解剖学的机会减少。因此,学生对解剖学知识的信心可能会降低,限制了他们在外科实习期间的参与和学习。为了解决这个问题,我们进行了模拟“游戏式”的外科解剖教程,以补充五年级医学生在我们当地机构四年级以上学生的本科解剖教学。教学时间为2023年11月至2024年2月。一个由八部分组成的同步在线系列节目在开放获取的医疗保健内容网站MedAll (https://app.medall.org/search?q=esss&search_on_demand_videos=true&boost_editors_pick=2)上播出。每个90分钟的会议围绕一个外科专业为主题,包括三个互动的临床病例。每个病例都由一名五年级医学生讲解,在指导学生完成互动“游戏式”手术之前,他先介绍了关键的背景知识。根据常见的手术方法和解剖结构选择病例;学生可能会遇到外科手术安置和反映本科课程的预期学习成果(例如肺叶切除术中的纵隔解剖)。“选择你自己的冒险”形式被用作“游戏风格”组件——学生们通过匿名的多项选择小组投票参与主动决策和解剖结构识别。这是在选定的病例节点进行的,由开放获取的手术视频和注释图说明。每个决定都会引发独特的结果(和解释);错误的答案会得到“刻薄的注册者”的讽刺反馈,而正确的答案会得到“善良的咨询师”的肯定。会议以匿名的多项选择题结束,并解释正确和错误的答案。匿名投票和反馈表格(李克特5分量表,自由文本问题)评估了学生的经历。教程录音被上传到MedAll。随后的异步观众没有被分析。学生报告说,参加课程后,他们对解剖和外科知识的信心增加了。168名学生的综合得分显示,对解剖/外科知识的平均自我报告信心从2.54增加到4.03(5,最自信)。学生们报告说,他们喜欢这个系列的真实感、互动性和组织性,综合得分为4.55分(最相关的5分)。反馈强调,游戏化手术案例提高了“互动性”,“就好像(学生)亲临现场一样”。这种方法有助于简化复杂的解剖通过有趣的,基于案例的活动,以促进参与。在匿名的决策模式和同伴指导的低压力环境下,学生们发现这些课程是一个应用知识的安全空间,同时还能获得对正确答案的高收益解释。这加强了对内容的理解,同时最大限度地提高了学习者的信心。以同伴为主导的教学确实存在挑战。多变的教学风格可能会降低内容交付的标准化,并造成不一致的学习者体验然而,我们发现消除这些传统的等级制度是有好处的。我们认为它鼓励学生自信地参与,而不会受到资深同事的评判。未来,我们的目标是通过更清晰的标准化指导方针和导师作为参与者的试点会议来缓解上述问题。我们希望这种“游戏式”的外科解剖学教学方法能融入本科医学教育中。在这个日益网络化的世界里,这种便捷的技术有助于改善学生的学习体验,同时拓宽他们对外科的理解。
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来源期刊
Medical Education
Medical Education 医学-卫生保健
CiteScore
8.40
自引率
10.00%
发文量
279
审稿时长
4-8 weeks
期刊介绍: Medical Education seeks to be the pre-eminent journal in the field of education for health care professionals, and publishes material of the highest quality, reflecting world wide or provocative issues and perspectives. The journal welcomes high quality papers on all aspects of health professional education including; -undergraduate education -postgraduate training -continuing professional development -interprofessional education
期刊最新文献
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