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Gamification in radiotherapy education: adopting competitive task elements in simulation using the virtual environment of a radiotherapy treatment room (VERT) system

Published online by Cambridge University Press:  13 October 2023

David Flinton*
Affiliation:
City, University of London (Honorary), London, UK
Ricardo Khine
Affiliation:
Buckinghamshire New University, High Wycombe, UK
Liam Mannion
Affiliation:
City, University of London, London, UK
Chris O’Sullivan
Affiliation:
City, University of London, London, UK
Pam Cherry
Affiliation:
Independent Scholar
*
Corresponding author: David Flinton; Email: d.m.flinton@city.ac.uk
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Abstract

Introduction:

Educational gamification is the introduction of game elements into other activities such as teaching and learning. VERT is a tool in therapeutic radiography that lends itself to gamification as it allows students to experiment and learn at no risk to the patient. The aim of this study was to evaluate the use of a gamified simulation using competitive task elements.

Method:

A total of 78 participants undertook the study which involved a demonstration and practice patient set-up followed by an unassisted timed patient set-up. Once complete the students score was added to a leaderboard.

Results:

Results show very good students’ feedback on the simulation elements, and that skills were transferable and would improve clinical performance. Gender differences were observed in the competitive feedback on two items, satisfaction from competing and competition encouraging performance.

Conclusion:

Overall the competitive aspect was viewed positively by students, although females appeared to enjoy the competitive aspects less than the male students, deriving significantly less satisfaction from the competitive element of the simulation. Despite the emphasis on teamwork within the profession, competitive gamification does appear to have a role within the undergraduate curriculum if carried out correctly.

Information

Type
Original Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2023. Published by Cambridge University Press
Figure 0

Figure 1. Feedback on the simulation.

Figure 1

Figure 2. Feedback on gamification/competition elements.

Figure 2

Figure 3. Median scores as a function of opinion to leaderboard.