Objective
Radiology as compared to other fields of medicine has lagged, in incorporating modern training modalities such as gamification and simulation into its teaching curriculum. This study aims to evaluate effectiveness of simulation-based teaching (SBT) in collaboration with gamification. Albert Bandura's conception of self-efficacy was used to provide qualitative assessment of participants' learning process through training event. Modified competitive game-based teaching methodology was utilized. Workshop was divided into two sessions, first being three interactive didactic lectures followed by three competitive rounds. All participants were required to fill a self-administered pre- and post-self-efficacy questionnaire along with an activity evaluation form.
Results
Self-efficacy scores for simulation-based stations for knowledge assessment and hands-on stations showed a significant p-value <0.05. Whereas significant association with respect to gender and knowledge assessment was found in communication skill (0.054), Professionalism (0.004), and general knowledge (0.018). Significant association was found between gender and all the hands-on skills. In conclusion, study reported an overall increase in knowledge of post-test scores compared to pre-test scores. Use of gamification in combination with SBT shows a positive role in clinical training. However, this field needs further consideration to better the process of integrating simulation in clinical training of participants.

Figure 1
This is a list of supplementary files associated with this preprint. Click to download.
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Posted 02 Apr, 2021
On 06 Apr, 2021
On 23 Mar, 2021
Invitations sent on 23 Mar, 2021
On 12 Mar, 2021
On 07 Mar, 2021
Posted 02 Apr, 2021
On 06 Apr, 2021
On 23 Mar, 2021
Invitations sent on 23 Mar, 2021
On 12 Mar, 2021
On 07 Mar, 2021
Objective
Radiology as compared to other fields of medicine has lagged, in incorporating modern training modalities such as gamification and simulation into its teaching curriculum. This study aims to evaluate effectiveness of simulation-based teaching (SBT) in collaboration with gamification. Albert Bandura's conception of self-efficacy was used to provide qualitative assessment of participants' learning process through training event. Modified competitive game-based teaching methodology was utilized. Workshop was divided into two sessions, first being three interactive didactic lectures followed by three competitive rounds. All participants were required to fill a self-administered pre- and post-self-efficacy questionnaire along with an activity evaluation form.
Results
Self-efficacy scores for simulation-based stations for knowledge assessment and hands-on stations showed a significant p-value <0.05. Whereas significant association with respect to gender and knowledge assessment was found in communication skill (0.054), Professionalism (0.004), and general knowledge (0.018). Significant association was found between gender and all the hands-on skills. In conclusion, study reported an overall increase in knowledge of post-test scores compared to pre-test scores. Use of gamification in combination with SBT shows a positive role in clinical training. However, this field needs further consideration to better the process of integrating simulation in clinical training of participants.

Figure 1
This is a list of supplementary files associated with this preprint. Click to download.
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