TY - CONF
T1 - Interventional radiology video content gamification for improved learning experience
AU - Zdanovskis, Nauris
AU - Kratovska, Aina
AU - Platkājis, Ardis
PY - 2021/3/24
Y1 - 2021/3/24
N2 - To repurpose video content and perform gamification of study material in order to increase engagement, improve clinical decision making, and enhance the distance learning experience. We used video content that was made for students to introduce interventional radiology lab. Video content included basic information about interventional radiology lab, basic information about operators console, diagnostic materials, and therapeutic materials. We made scenario-based gamification where students can decide what they want to explore in the interventional radiology lab. At first, students have a choice between exploring operators console systems, diagnostic materials, and therapeutic materials in interventional radiology. After choosing the desired scenario, students are introduced to the topic with several subtopics, questions, and drag-and-drop tasks. Nowadays we have the knowledge, tools, and materials to significantly improve the learning experience by providing gamified scenario-based learning materials that can significantly improve engagement and enhance the distance learning experience.
AB - To repurpose video content and perform gamification of study material in order to increase engagement, improve clinical decision making, and enhance the distance learning experience. We used video content that was made for students to introduce interventional radiology lab. Video content included basic information about interventional radiology lab, basic information about operators console, diagnostic materials, and therapeutic materials. We made scenario-based gamification where students can decide what they want to explore in the interventional radiology lab. At first, students have a choice between exploring operators console systems, diagnostic materials, and therapeutic materials in interventional radiology. After choosing the desired scenario, students are introduced to the topic with several subtopics, questions, and drag-and-drop tasks. Nowadays we have the knowledge, tools, and materials to significantly improve the learning experience by providing gamified scenario-based learning materials that can significantly improve engagement and enhance the distance learning experience.
M3 - Abstract
SP - 30
T2 - RSU Research week 2021: University Teaching and Learning
Y2 - 24 March 2021 through 26 March 2021
ER -