2021
DOI: 10.24908/pocus.v6i1.14758
|View full text |Cite
|
Sign up to set email alerts
|

The PEGASUS Games: Physical Exam, Gross Anatomy, phySiology and UltraSound Games for Preclinical Medical Education

Abstract: Introduction: Gamification engages learners and has successfully taught point-of-care ultrasound (POCUS) to residents and fellows. Yet ultrasound (US) curricula in undergraduate medical education remains limited. This study assessed a gamification model integrating US, anatomy, physiology, physical examination, and radiology created for preclinical medical students as compared with traditional didactic education. Methods: Twenty first-year medical students participated in a session on neck and thyroid material… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(1 citation statement)
references
References 29 publications
0
1
0
Order By: Relevance
“…The use of this method has produced positive results in the COVID-19 context ( Nieto-Escamez and Roldán-Tapia, 2021 ; Rincon-Flores and Santos-Guevara, 2021 ). Moreover, gamification has been used in different subjects, such as business ( Pakinee and Puritat, 2021 ), computer sciences ( Liénardy and Donnet, 2020 ), and chemistry learning ( da Silva Júnior et al, 2020a , b ), as well as biological sciences courses, such as biology ( Kalleny, 2020 ; Lobet et al, 2021 ), microbiology ( Dustman et al, 2021 ), physiology ( Moro et al, 2020 ; Hennekes et al, 2021 ; Herkes et al, 2021 ; Kane et al, 2022 ), and medical and nursing education ( Gentry et al, 2019 ; Malicki et al, 2020 ; O’Connell et al, 2020 ; van Gaalen et al, 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…The use of this method has produced positive results in the COVID-19 context ( Nieto-Escamez and Roldán-Tapia, 2021 ; Rincon-Flores and Santos-Guevara, 2021 ). Moreover, gamification has been used in different subjects, such as business ( Pakinee and Puritat, 2021 ), computer sciences ( Liénardy and Donnet, 2020 ), and chemistry learning ( da Silva Júnior et al, 2020a , b ), as well as biological sciences courses, such as biology ( Kalleny, 2020 ; Lobet et al, 2021 ), microbiology ( Dustman et al, 2021 ), physiology ( Moro et al, 2020 ; Hennekes et al, 2021 ; Herkes et al, 2021 ; Kane et al, 2022 ), and medical and nursing education ( Gentry et al, 2019 ; Malicki et al, 2020 ; O’Connell et al, 2020 ; van Gaalen et al, 2021 ).…”
Section: Introductionmentioning
confidence: 99%