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Published on in Vol 11 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/68518, first published .
Person uses laptop displaying 3D medical simulation of CT scan room with patients and staff.

Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study

Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study

Journals

  1. Moore-Lotridge S, Lewis B. Catalysts of Change: Using AI To Lower the Activation Energy for Developing Gamified Learning Experiences in Health Profession Education. Medical Science Educator 2026;36(1):27 View
  2. Melo N, Rodrigues L, Silva L, Vespasiano A, Ferreira I, Manzi G, Manzi F. Use of Gamification as an Active Teaching and Learning Methodology in Undergraduate Dental Education in Oral Radiology. Journal of Dental Education 2026 View
  3. Alharbi S. Medical students’ perceptions of gamified design elements in a self-directed radiology department visit. BMC Medical Education 2026;26(1) View
  4. Sawesi S, Dolezel D, Soltana M, Presingu P, Rashrash B, Adamczak A. Virtual Reality in Higher and Health Professions Education and Its Transferability to Competency-Based Virtual Placements in Health Informatics: A Systematic Review. International Medical Education 2026;5(4):115 View
  5. Pedraza-Maquera K, Lévano-Villanueva C, Supo Gavancho K, Morales-Rocha J, Pilco Velásquez R, Chacaltana García J. Teaching strategies in higher education in OECD member countries (2021–2025) and their effects on learning, motivation, and competence development: a PRISMA systematic review. Frontiers in Education 2026;11 View