Evaluating The Effectiveness of Gamification App for Radiographic Pathology Education Among Medical Imaging Students

Authors

  • Alya Afifah Azhari Centre for Medical Imaging Studies, Faculty of Health Sciences, Universiti Teknologi MARA Author
  • Faikah Zakaria Centre for Medical Imaging Studies, Faculty of Health Sciences, Universiti Teknologi MARA Author
  • Zanariah Mohd Centre for Medical Imaging Studies, Faculty of Health Sciences, Universiti Teknologi MARA Author

DOI:

https://doi.org/10.71007/brfnst94

Keywords:

Gamification, learning styles, radiographic pathology

Abstract

Introduction: Radiographic pathology, a subject in medical imaging education, traditionally relies on textbooks. However, the COVID-19 pandemic accelerated the shift towards digital learning, highlighting the need for interactive and engaging educational resources. Gamification, which integrates game-like elements into learning, has emerged as a promising approach to enhance student motivation and information retention. This study evaluates the effectiveness of the Kahoot! gamification app as a learning tool for radiographic pathology among medical imaging students and explores gender differences in its use.

Methods: A prospective cohort study was conducted at a higher education institution in Selangor, Malaysia, from October 2023 to August 2024. The study involved 49 Medical Imaging undergraduate students. A respiratory disease pathology quiz, consisting of 20 questions, was developed using Kahoot!, with questions derived from standard radiographic pathology textbooks. The quiz was designed to address four learning styles: visual, aural, read/write, and kinesthetic (VARK). Preferences on learning styles were compared between genders using Mann-Whitney U test.

Results: The effectiveness of the Kahoot! app was assessed through pre- and post-intervention questionnaires, which measured students' learning preferences and confidence levels. The study found an increase in students' preference for using the gamification app over textbooks, from 49% before the intervention to 73.5% after. Additionally, 91.9% of students agreed that the app was easy to use, and 87.8% found navigating through images more effective than with textbooks. Gender analysis showed no significant differences between male and female students in their preferences for using Kahoot!, indicating the app's equal effectiveness across genders.

Conclusion: The study concludes that while Kahoot! and similar gamification apps are highly valued for their ability to enhance learning, they should complement, rather than replace, traditional textbooks. The integration of gamification apps into the medical imaging curriculum is recommended to improve student engagement and learning outcomes, irrespective of gender.

Published

15.12.2024

How to Cite

Evaluating The Effectiveness of Gamification App for Radiographic Pathology Education Among Medical Imaging Students. (2024). Journal of Imaging and Radiation Therapeutic, 1(1), 27-33. https://doi.org/10.71007/brfnst94

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