2017
DOI: 10.1002/aet2.10002
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Emergency Radiology “Boot Camp”: Educating Emergency Medicine Residents Using E‐learning Radiology Modules

Abstract: Objectives: There is an overall paucity of literature on the radiologic education of emergency medicine (EM) clinicians. Given the fact that many EM clinicians preliminarily review images for their patients, we hypothesized that a brief imaging curriculum could be efficacious in teaching basic and relevant radiologic interpretation. Methods:We designed a 4-hour "radiology boot camp" for a group of 20 EM residents (from all years of training) covering several subject specific e-learning modules. They complet… Show more

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Cited by 10 publications
(3 citation statements)
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“…Prior studies addressed this knowledge gap using onetime didactic lectures or instructional videos. [8][9][10][11][12] However, demonstrating CT findings on single images poorly represents the cognitive work of identifying these findings in clinical practice. 13 Even if a lecturer "scrolls" through a CT, learners are unable to actively engage with the images.…”
Section: Discussionmentioning
confidence: 99%
“…Prior studies addressed this knowledge gap using onetime didactic lectures or instructional videos. [8][9][10][11][12] However, demonstrating CT findings on single images poorly represents the cognitive work of identifying these findings in clinical practice. 13 Even if a lecturer "scrolls" through a CT, learners are unable to actively engage with the images.…”
Section: Discussionmentioning
confidence: 99%
“…11 Finally, while asynchronous learning opportunities in radiology are available, our study highlights that many programs are not capitalizing on this additional teaching modality, despite some programs and prior studies demonstrating success with use of this modality. 15,16 Many institutions in our study rely on their own interpretations, specifically for radiographs. This is in accordance with prior literature that has demonstrated attending radiology coverage is variable.…”
Section: Discussionmentioning
confidence: 99%
“…Ten of the studies incorporated leaderboards, 2,6,[13][14][15][16][17][18][19] feedback, 2,6,8,9,13,14,17-20 and social interaction 27-9,13-15,18-20 ; eight studies incorporated a question bank 2,9,13,14,[16][17][18][19] ; and four studies incorporated progress bars, 6,7,14,17 rewards, 2,14,16,20 and story lines. 7,8,15,16 Social interaction in the form of player-to-player communication was heavily valued by the studies.…”
Section: Summary Of Gamification Elementsmentioning
confidence: 99%