Background Dermoscopy is a valuable tool in the diagnosis of various skin conditions. It increases sensitivity and specificity in skin cancer diagnosis, as well as in infectious, inflammatory and hair diseases. However, mastering the intricacies of dermoscopy can be challenging. In this context, innovative educational methods are sought, including game-based learning (GBL) strategies. Objectives To describe current perceptions, knowledge and use of GBL strategies in dermoscopy education, and identify strengths and challenges to enhance their use. Methods A web-based cross-sectional survey with 25 questions was distributed to members of the International Dermoscopy Society between October 2022 and April 2023. Responses were collected and analysed using frequency analysis and graphical representation. Results In total, 801 responses were received. Of these, 46.6% of respondents were unfamiliar with gamification and serious games. Among those acquainted with these concepts, 56.3% reported using GBL strategies for education. Younger participants were more likely to use GBL strategies (P = 0.02). Participants familiar with GBL believed it enhanced medical education (78.5%) but should not entirely replace traditional teaching methods (96.0%). For dermoscopy education specifically, 22.1% of respondents had used GBL strategies, with Kahoot! (35.5%) and YOUdermoscopy (24.1%) being the most commonly used platforms. Respondents found gaming strategies to be fun (95.5%), motivating (91.0%) and valuable for e-learning (94.4%). Conclusions Results from this survey demonstrate a favourable perception of GBL strategies in dermatology education, including dermoscopy. While there are ongoing challenges in validation, GBL strategies are promising and valuable tools that can aid the learning and teaching experience. Addressing implementation barriers and validating existing games could optimize the impact of GBL on dermatology education.

The use of game-based learning strategies for dermatology and dermoscopy education: a cross-sectional study by the International Dermoscopy Society (IDS) survey / Donoso, Francisca; Peirano, Dominga; Agüero, Rosario; Longo, Caterina; Apalla, Zoe; Lallas, Aimilios; Jaimes, Natalia; Navarrete-Dechent, Cristian. - In: CLINICAL AND EXPERIMENTAL DERMATOLOGY. - ISSN 0307-6938. - 50:2(2024), pp. 365-371. [10.1093/ced/llae375]

The use of game-based learning strategies for dermatology and dermoscopy education: a cross-sectional study by the International Dermoscopy Society (IDS) survey

Longo, Caterina;
2024

Abstract

Background Dermoscopy is a valuable tool in the diagnosis of various skin conditions. It increases sensitivity and specificity in skin cancer diagnosis, as well as in infectious, inflammatory and hair diseases. However, mastering the intricacies of dermoscopy can be challenging. In this context, innovative educational methods are sought, including game-based learning (GBL) strategies. Objectives To describe current perceptions, knowledge and use of GBL strategies in dermoscopy education, and identify strengths and challenges to enhance their use. Methods A web-based cross-sectional survey with 25 questions was distributed to members of the International Dermoscopy Society between October 2022 and April 2023. Responses were collected and analysed using frequency analysis and graphical representation. Results In total, 801 responses were received. Of these, 46.6% of respondents were unfamiliar with gamification and serious games. Among those acquainted with these concepts, 56.3% reported using GBL strategies for education. Younger participants were more likely to use GBL strategies (P = 0.02). Participants familiar with GBL believed it enhanced medical education (78.5%) but should not entirely replace traditional teaching methods (96.0%). For dermoscopy education specifically, 22.1% of respondents had used GBL strategies, with Kahoot! (35.5%) and YOUdermoscopy (24.1%) being the most commonly used platforms. Respondents found gaming strategies to be fun (95.5%), motivating (91.0%) and valuable for e-learning (94.4%). Conclusions Results from this survey demonstrate a favourable perception of GBL strategies in dermatology education, including dermoscopy. While there are ongoing challenges in validation, GBL strategies are promising and valuable tools that can aid the learning and teaching experience. Addressing implementation barriers and validating existing games could optimize the impact of GBL on dermatology education.
2024
50
2
365
371
The use of game-based learning strategies for dermatology and dermoscopy education: a cross-sectional study by the International Dermoscopy Society (IDS) survey / Donoso, Francisca; Peirano, Dominga; Agüero, Rosario; Longo, Caterina; Apalla, Zoe; Lallas, Aimilios; Jaimes, Natalia; Navarrete-Dechent, Cristian. - In: CLINICAL AND EXPERIMENTAL DERMATOLOGY. - ISSN 0307-6938. - 50:2(2024), pp. 365-371. [10.1093/ced/llae375]
Donoso, Francisca; Peirano, Dominga; Agüero, Rosario; Longo, Caterina; Apalla, Zoe; Lallas, Aimilios; Jaimes, Natalia; Navarrete-Dechent, Cristian...espandi
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11380/1365454
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