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Impostor syndrome and its association with anatomical self-efficacy in medical students in Turkiye 土耳其医学生的冒名顶替综合症及其与解剖自我效能的关系
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-29 DOI: 10.1002/ase.70116
Fatma Ok, Burak Karip, Kürşad Nuri Baydili

Impostor syndrome is particularly prevalent among high-achieving individuals, making medical students a prime target for this condition. This study aimed to determine the prevalence of impostor syndrome among medical students in Turkiye and to examine the associated demographic characteristics. Additionally, by investigating the relationship between impostor syndrome and anatomical self-efficacy, this study aimed to explore how impostor syndrome impacts the anatomical learning process of medical students. At the University of Health Sciences Medical Faculty, a randomly selected cohort of students from the second to sixth years was administered the Clance Impostor Phenomenon Scale (CIPS) and the Anatomy Self-Efficacy Perception Scale alongside questions about their demographic characteristics. The final study included 121 women and 76 men. 43.7% of the participants were identified as having significant or intense impostor syndrome (SIF). Among students with low or very low anatomical self-efficacy, 71.4% exhibited SIF, 28.6% had moderate impostor experiences (MIE), and none displayed few impostor characteristics (FIC). Further analysis revealed that among students with high anatomical self-efficacy, FIC, MIE, and SIF rates were 31.2%, 50%, and 18.8%, respectively (p < 0.05). This study examined previously unstudied medical students, despite their likelihood of being targeted by impostor syndrome. The findings suggest that the possibility of experiencing impostor syndrome increases with the prevalence of low anatomical self-efficacy. However, moderate or high self-efficacy students are not entirely exempt from impostor feelings.

冒名顶替综合症在成绩优异的个人中尤为普遍,这使得医学生成为这种情况的主要目标。本研究旨在确定冒名顶替综合症在土耳其医学生中的流行程度,并检查相关的人口统计学特征。此外,本研究旨在探讨冒名顶替者症候群与解剖学自我效能的关系,探讨冒名顶替者症候群对医学生解剖学学习过程的影响。在健康科学大学医学院,随机选择了一组二年级到六年级的学生,对他们进行了Clance冒名顶替现象量表(CIPS)和解剖学自我效能感量表,并询问了他们的人口统计学特征。最后一项研究包括121名女性和76名男性。43.7%的参与者被确定为具有明显或强烈的冒充者综合征(SIF)。在解剖自我效能低或极低的学生中,71.4%的学生表现出SIF, 28.6%的学生有中度冒充者经历(MIE),没有人表现出很少的冒充者特征(FIC)。进一步分析发现,在解剖自我效能高的学生中,FIC、MIE和SIF率分别为31.2%、50%和18.8% (p
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引用次数: 0
Are neuroanatomy multimedia resources effective in improving medical students' understanding of structural and functional neuroanatomy? A systematic review 神经解剖学多媒体资源对提高医学生对结构和功能神经解剖学的认识是否有效?系统回顾。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-20 DOI: 10.1002/ase.70079
Eleni Patera, Mark Pickering, Thomas Flanagan

Neuroanatomy education has evolved and improved over the years, driven by advances in technology that have led to the development of innovative interactive digital and immersive learning resources. While neuroanatomy educators have been keeping pace with and harnessing these technology advances, many medical students still struggle to apply their basic neuroanatomy knowledge in a clinical context. Furthermore, the effectiveness of multimedia resources in improving medical students' understanding of structural and functional neuroanatomy has received limited attention. A systematic review was conducted to document neuroanatomy multimedia resources that were designed for pre-clinical medical students and assessed their effectiveness in improving medical students' understanding of structural and functional neuroanatomy. Twenty-nine articles were eligible to address the study objective and were appraised according to PRISMA-P guidelines. This review concluded that neuroanatomy multimedia resources are primarily used as supplementary learning tools. However, due to a lack of robust evidence, no definitive conclusions can be made about their effectiveness in enhancing students' understanding of neuroanatomy. Nevertheless, this systematic review found that most neuroanatomy multimedia resources are effective in supporting students' understanding of structural neuroanatomy but less so for functional and clinical neuroanatomy. Additionally, static multimedia elements were more prevalent than dynamic ones. Moving forward, the thoughtful and informed use of multimedia elements could help establish resources that better integrate structural and functional neuroanatomy with their clinical and real-life applications, ultimately bridging the gap between neuroanatomy and clinical neurology.

多年来,在技术进步的推动下,神经解剖学教育不断发展和改进,这些技术进步导致了创新互动数字和沉浸式学习资源的发展。虽然神经解剖学教育工作者一直在跟上并利用这些技术的进步,但许多医学生仍然难以将他们的基本神经解剖学知识应用于临床环境。此外,多媒体资源在提高医学生对结构和功能神经解剖学的理解方面的有效性受到了有限的关注。本研究对临床前医学生神经解剖学多媒体资源进行系统回顾,并评估其在提高医学生对结构和功能神经解剖学理解方面的效果。29篇文章符合研究目标,并根据PRISMA-P指南进行评价。本综述认为,神经解剖学多媒体资源主要用作辅助学习工具。然而,由于缺乏有力的证据,对于它们在提高学生对神经解剖学的理解方面的有效性,没有明确的结论。然而,本系统综述发现,大多数神经解剖学多媒体资源在支持学生对结构神经解剖学的理解方面是有效的,但在功能和临床神经解剖学方面却不太有效。此外,静态多媒体元素比动态多媒体元素更为普遍。展望未来,多媒体元素的深思熟虑和知情使用可以帮助建立更好地将结构和功能神经解剖学与其临床和现实应用相结合的资源,最终弥合神经解剖学和临床神经病学之间的差距。
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引用次数: 0
Narrative inquiry for beginners: A practical guide for health professions education researchers. 为初学者叙述调查:卫生专业教育研究人员的实用指南。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-19 DOI: 10.1002/ase.70105
Shemona Y Rozario, Michelle D Lazarus, Mahbub Sarkar, Melanie K Farlie

Narrative inquiry (NI) is a rich methodological approach centered around the analysis of stories. While NI has great value within health professions education research, it may be overwhelming for novice researchers (or those new to NI) to employ in practice. This article draws from the first author's doctoral study experiences alongside the supervisors (i.e., co-authors). By highlighting our decision-making processes, we aim to encourage researchers to consider using NI within their research contexts. This work also illustrates the value of NI within health professions education research. We discuss the main challenges we faced when using NI including the diversity of NI conceptualizations, the different definitions of a story, and the multitude of possibilities to approach data analysis. We then outline the approach we took to analyze narrative data (re-storying, narrative synthesis, and thematic analysis) and describe the process used to visually represent the data as journey maps, inspired by Kurt Vonnegut's "Cinderella" story. In doing so, we seek to demonstrate the potential for NI approaches to enrich the diversity, breadth, and depth of health professions education research and, by extension, influence educational practice.

叙事探究(NI)是一种以故事分析为中心的丰富的方法论方法。虽然NI在卫生专业教育研究中具有很大的价值,但对于新手研究人员(或那些刚接触NI的人)来说,在实践中使用它可能是压倒性的。本文借鉴了第一作者与导师(即共同作者)一起的博士研究经历。通过强调我们的决策过程,我们的目标是鼓励研究人员考虑在他们的研究环境中使用NI。这项工作也说明了NI在卫生专业教育研究中的价值。我们讨论了使用NI时面临的主要挑战,包括NI概念化的多样性、故事的不同定义以及接近数据分析的多种可能性。然后,我们概述了分析叙事数据的方法(重新叙述、叙事综合和主题分析),并描述了将数据可视化地表示为旅程地图的过程,灵感来自Kurt Vonnegut的《灰姑娘》故事。在此过程中,我们试图展示NI方法的潜力,以丰富卫生专业教育研究的多样性、广度和深度,并由此影响教育实践。
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引用次数: 0
Balancing act: An autoethnographic study of one medical educator's first year as a mentor. 平衡行为:一个医学教育者作为导师的第一年的自我民族志研究。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-13 DOI: 10.1002/ase.70110
Andrew S Cale

Novice faculty mentors often struggle with the transition from mentee to mentor. Although they may face similar challenges, each mentor's experience and journey of professional identity formation is unique, influenced by their background, experiences, relationships, and context. This autoethnographic study describes my personal experiences as a first-year faculty mentor in medical education, including the challenges I encountered, lessons I learned, and recommendations I have for novice faculty mentors in similar situations. Between January and August 2024, I recorded a series of reflective audio diaries after mentor-mentee project meetings. Each audio diary followed a semi-structured format and included my description of events, critical reflections, and mentoring plans. I then performed reflexive thematic analysis on the audio diaries using both deductive codes based on Transformative Learning Theory and inductive codes derived from the collected data. Through this analysis, I generated the overarching theme of The Balancing Act, in which faculty mentors must constantly balance an ever-shifting collection of competing factors in their mentoring relationships (e.g., time, effort, contributions, and expectations). This theme also included five sub-themes: (i) Balancing Project Contributions, (ii) Balancing Time and Obligations, (iii) Balancing Oversight and Autonomy, (iv) Shifting the Balance, and (v) Communicating the Balance. Although I found The Balancing Act challenging to achieve in my first year, clear and consistent communication greatly reduced the difficulty. With continued practice and reflection, I believe my skills in navigating The Balancing Act will improve further, allowing me to support mentees more effectively.

新手教师导师经常在从被徒弟到导师的过渡中挣扎。尽管他们可能面临类似的挑战,但每个导师的经历和职业身份形成之旅都是独特的,受到他们的背景、经历、关系和环境的影响。这项自我民族志研究描述了我作为医学教育一年级教师导师的个人经历,包括我遇到的挑战,我学到的教训,以及我对类似情况下的新手教师导师的建议。在2024年1月至8月期间,我在导师与学员的项目会议后录制了一系列反思性的音频日记。每个音频日记都遵循半结构化的格式,包括我对事件的描述、批判性反思和指导计划。然后,我使用基于转化学习理论的演绎代码和从收集的数据中得出的归纳代码对音频日记进行反身性主题分析。通过这一分析,我产生了《平衡法案》的首要主题,在这个主题中,教师导师必须不断平衡他们的指导关系中不断变化的竞争因素(例如,时间、努力、贡献和期望)。该主题还包括五个分主题:(i)平衡项目贡献;(ii)平衡时间和义务;(iii)平衡监督和自治;(iv)转移平衡;(v)传达平衡。虽然在第一年我发现平衡法案很难实现,但清晰一致的沟通大大降低了难度。通过持续的练习和反思,我相信我在平衡法案上的技能会进一步提高,使我能够更有效地支持学员。
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引用次数: 0
Help! I'm trapped in the brain-An escape room to review head and neck anatomy. 的帮助!我被困在大脑里了——一个用来回顾头颈解剖的密室。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-13 DOI: 10.1002/ase.70106
Jacqueline Shaia, Abhijith Atkuru, Lauren Yoho, Carrie A Elzie

The popularity of escape rooms as a teaching tool in medical education has grown in recent years due to their ability to increase knowledge, self-confidence, and promote team-based skills. To increase efficacy in learning head and neck anatomy, a virtual escape room was built and employed as a review with a Health Professions Anatomy course. The concept was that students were trapped within the brain and had to determine the correct cranial nerve exit. One hundred thirty-nine students participated in a pre-post single-arm pilot. There was a significant difference (p < 0.01) in the overall pretest score (55.08%) compared with the posttest (70.17%). On the post-activity survey, 82.1% of students agreed/strongly agreed that the activity was a productive use of time; 90.5% thought it was an effective team-building activity; 96.8% thought it encouraged the use of communication and collaborative skills; 66.32% felt more confident about the material after the activity; 92.6% said it helped expose gaps in knowledge; and 75.8% planned to play the escape room again as a review for their exam. Overall, the use of a virtual escape room was an effective mechanism to increase students' knowledge and confidence related to anatomy and is an active learning strategy that encourages teamwork and communication skills.

近年来,逃生室作为医学教育的教学工具越来越受欢迎,因为它们能够增加知识、自信和促进团队合作技能。为了提高学习头颈部解剖学的效率,我们建立了一个虚拟密室,并将其作为卫生专业解剖学课程的复习。这个概念是,学生们被困在大脑中,必须确定正确的脑神经出口。139名学生参加了一项单臂试验。差异有统计学意义(p
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引用次数: 0
Effects of digital escape room versus traditional review sessions with individual or team participation on medical student motivation and short-term knowledge. 数字密室与个人或团队参与的传统复习课程对医学生动机和短期知识的影响。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-09 DOI: 10.1002/ase.70109
Caitlin Sachsenmeier, Sarah McCarthy, Alaeddin Abukabda, Mark Terrell, Leah Labranche, Randy Kulesza

Game-based learning research in the area of medical education has increased drastically in the last 10 years. It has become an area of interest because adding games to educational scenarios has been shown to increase engagement and motivation as well as improve academic outcomes for students. There are still gaps within this research, as prior investigations have not had control groups, assessed knowledge gain, or assessed motivation using a validated survey. The research described in this article has compared a digital escape room game to a timed PowerPoint review method with individual or team participation and the effect on short-term knowledge and motivation. The authors hypothesized that students who participate in the game review session or a session with team participation will have increased motivation and short-term knowledge compared to those in a traditional review session or participating alone. The results of this study suggest that an effective way to gamify a review session would be to offer a digital escape room game that allows for team participation, as this combination showed an increase in short-term knowledge, motivation, and demonstrated greater enjoyment by the participants. When used in this way, the benefits of gamified learning can be maximized by anatomical educators.

在过去的十年中,基于游戏的学习研究在医学教育领域急剧增加。它已经成为一个有趣的领域,因为将游戏添加到教育场景中已被证明可以增加学生的参与度和积极性,并提高学生的学习成绩。这项研究仍然存在空白,因为之前的调查没有对照组,评估知识获得,或使用有效的调查评估动机。本文所描述的研究将数字密室逃脱游戏与个人或团队参与的定时PowerPoint复习方法进行了比较,并对短期知识和动机的影响进行了比较。作者假设,与传统的复习课或单独参加的学生相比,参加游戏复习课或团队参与的学生会有更多的动力和短期知识。这项研究的结果表明,将复习环节游戏化的有效方法是提供一个允许团队参与的数字密室逃脱游戏,因为这种组合可以增加参与者的短期知识和动机,并显示出更大的乐趣。当以这种方式使用时,游戏化学习的好处可以被解剖学教育者最大化。
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引用次数: 0
Students as partners: A novel approach to developing a gamified anatomical learning toolkit using design thinking principles. 作为合作伙伴的学生:一种使用设计思维原则开发游戏化解剖学学习工具包的新方法。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-06 DOI: 10.1002/ase.70108
Kristina Lisk, Judi Laprade

The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception. However, adopting a Students as Partners (SAP) approach allows for their involvement earlier and throughout the design and development process. Design thinking offers a structured methodology to optimize this partnership, providing a learner-centered approach to creating gamified learning tools with students for students. This process fosters a deep understanding of students' needs (empathizing and defining learners' needs), incorporates their ideas (challenging assumptions and idea creation), and enables iterative feedback (involvement in prototyping and testing). In this article, we describe how the design thinking methodology, in collaboration with SAP, was utilized to develop Anat-O-MEE, a gamified learning toolkit designed to enhance students' three-dimensional (3D) spatial reasoning skills in anatomy. The toolkit consists of three scaffolded levels-Map, Explore, and Extrapolate-which progressively support the transition from 2D to 3D anatomical understanding. Student partners played an active role in user-interface testing, functionality assessments, and alpha testing of games and tasks, contributing to iterative refinements in both design and content.

让学生参与设计教学资源的做法,包括游戏化学习工具,往往没有得到充分利用。传统上,学生从事最终学习工具的可用性和有效性测试,限制了他们从一开始就塑造学习经验的能力。然而,采用学生作为合作伙伴(SAP)的方法允许他们更早地参与到整个设计和开发过程中。设计思维提供了一种结构化的方法来优化这种伙伴关系,提供了一种以学习者为中心的方法来为学生创造游戏化的学习工具。这个过程培养了对学生需求的深刻理解(同情和定义学习者的需求),整合他们的想法(挑战假设和想法创造),并允许迭代反馈(参与原型和测试)。在本文中,我们描述了如何利用设计思维方法与SAP合作开发Anat-O-MEE,这是一个游戏化学习工具包,旨在提高学生在解剖学中的三维空间推理技能。该工具包包括三个支架水平-地图,探索和外推-逐步支持从2D到3D解剖理解的过渡。学生合作伙伴在用户界面测试、功能评估以及游戏和任务的alpha测试中发挥了积极作用,为设计和内容的迭代改进做出了贡献。
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引用次数: 0
Anatomical Sciences Education Vol. 18, Issue 8, 2025 Cover Image 解剖科学教育卷18,第8期,2025年封面图像
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-04 DOI: 10.1002/ase.70104

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引用次数: 0
A gamified formative question bank to enhance student learning and engagement in a foundational medical science course. 一个游戏化的形成性题库,以加强学生在基础医学课程中的学习和参与。
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-04 DOI: 10.1002/ase.70107
Mohammad Aldalou, Angel Laboy, Laura E Fraser, Jeremey Walker, William S Brooks, Brook Hubner

While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank enhances engagement, supports self-regulated learning, and provides data to guide academic support. First-year medical students (N = 201) participated in an optional gamified question bank delivering weekly questions across a five-block foundational sciences course. Student engagement was quantified using a Player Efficiency Rating (PER) incorporating accuracy, consistency, and response timelines. Statistical analyses examined correlations between engagement metrics and academic performance, comparing response patterns across student performance tertiles. Ninety-seven percent of students participated, achieving a mean accuracy of 79.8%. PER showed strong positive correlations with final course grades (R = 0.30, p < 0.001). High-performing students responded to questions significantly earlier than low-performing students (p < 0.01). Students in the highest engagement tertile achieved significantly higher final grades than middle and low-engagement groups (p < 0.001). Question accuracy consistently correlated with summative knowledge scores across all course blocks. An externally incentivized block demonstrated the highest participation (85.6%) and accuracy (86.5%). A gamified question bank effectively promotes beneficial study behaviors and reliably predicts academic performance. Early engagement was linked to higher achievement, while low engagement correlated with lower exam performance, highlighting the opportunity to identify academically at-risk students. These findings support gamified platforms as valuable tools for enhancing learning outcomes and enabling early intervention strategies.

虽然游戏化学习平台有望吸引数字学习者并促进主动学习,但其在预测学业成绩方面的有效性证据仍然有限。本研究考察了在游戏化环境中,参与模式和激励机制如何影响学术成果,以确定形成性题库是否能提高参与程度,支持自我调节学习,并为指导学术支持提供数据。一年级医学生(N = 201)参加了一个可选的游戏化题库,该题库每周提供五个区块基础科学课程的问题。使用玩家效率评级(PER)量化学生参与度,包括准确性、一致性和响应时间。统计分析检验了参与指标和学习成绩之间的相关性,比较了不同学生表现层次的反应模式。97%的学生参与,平均准确率达到79.8%。PER与期末成绩呈显著正相关(R = 0.30, p
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引用次数: 0
Editorial Board and Table of Contents 编辑委员会和目录
IF 4.7 2区 教育学 Q1 EDUCATION, SCIENTIFIC DISCIPLINES Pub Date : 2025-08-04 DOI: 10.1002/ase.2451
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引用次数: 0
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Anatomical Sciences Education
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