'Gamification' and 'serious games' are methodologies that use the principles of games to facilitate learning processes and the acquisition of skills and knowledge. Gamified learning has been increasingly used in dermatological education and dermatological meetings.Teaching methods in medical education have been changing. More recent teaching modalities have gone beyond the traditional delivery of knowledge, promoting learning motivation, and improving teaching and learning outcomes. 'Gamification' and 'serious games' are methodologies that use the principles of games to facilitate learning processes and the acquisition of skills and knowledge, thereby improving attitudes towards learning when compared with traditional teaching methods. As dermatology is a visual field, images are a key component of different teaching strategies. Likewise, dermoscopy, a noninvasive diagnostic technique that allows the visualization of structures within the epidermis and upper dermis, also uses images and pattern recognition strategies. A series of Apps using game-based strategy have been created to teach and facilitate dermoscopy learning; however, studies are required to demonstrate their effectiveness. This review summarizes the current evidence of game-based learning strategies in medical education, including dermatology and dermoscopy.

Gamified Learning in Dermatology and Dermoscopy Education: A Paradigm Shift / Donoso, Francisca; Peirano, Dominga; Longo, Caterina; Apalla, Zoe; Lallas, Aimilios; Jaimes, Natalia; Navarrete-Dechent, Cristian. - In: CLINICAL AND EXPERIMENTAL DERMATOLOGY. - ISSN 0307-6938. - 48:9(2023), pp. 962-967. [10.1093/ced/llad177]

Gamified Learning in Dermatology and Dermoscopy Education: A Paradigm Shift

Longo, Caterina;
2023

Abstract

'Gamification' and 'serious games' are methodologies that use the principles of games to facilitate learning processes and the acquisition of skills and knowledge. Gamified learning has been increasingly used in dermatological education and dermatological meetings.Teaching methods in medical education have been changing. More recent teaching modalities have gone beyond the traditional delivery of knowledge, promoting learning motivation, and improving teaching and learning outcomes. 'Gamification' and 'serious games' are methodologies that use the principles of games to facilitate learning processes and the acquisition of skills and knowledge, thereby improving attitudes towards learning when compared with traditional teaching methods. As dermatology is a visual field, images are a key component of different teaching strategies. Likewise, dermoscopy, a noninvasive diagnostic technique that allows the visualization of structures within the epidermis and upper dermis, also uses images and pattern recognition strategies. A series of Apps using game-based strategy have been created to teach and facilitate dermoscopy learning; however, studies are required to demonstrate their effectiveness. This review summarizes the current evidence of game-based learning strategies in medical education, including dermatology and dermoscopy.
2023
48
9
962
967
Gamified Learning in Dermatology and Dermoscopy Education: A Paradigm Shift / Donoso, Francisca; Peirano, Dominga; Longo, Caterina; Apalla, Zoe; Lallas, Aimilios; Jaimes, Natalia; Navarrete-Dechent, Cristian. - In: CLINICAL AND EXPERIMENTAL DERMATOLOGY. - ISSN 0307-6938. - 48:9(2023), pp. 962-967. [10.1093/ced/llad177]
Donoso, Francisca; Peirano, Dominga; Longo, Caterina; Apalla, Zoe; Lallas, Aimilios; Jaimes, Natalia; Navarrete-Dechent, Cristian
File in questo prodotto:
Non ci sono file associati a questo prodotto.
Pubblicazioni consigliate

Licenza Creative Commons
I metadati presenti in IRIS UNIMORE sono rilasciati con licenza Creative Commons CC0 1.0 Universal, mentre i file delle pubblicazioni sono rilasciati con licenza Attribuzione 4.0 Internazionale (CC BY 4.0), salvo diversa indicazione.
In caso di violazione di copyright, contattare Supporto Iris

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11380/1312647
Citazioni
  • ???jsp.display-item.citation.pmc??? 0
  • Scopus 1
  • ???jsp.display-item.citation.isi??? 1
social impact