Name
Play to Learn: The Use of an Interactive Platform in Medical Education for Exploring Type I Renal Tubular Acidosis
Date & Time
Friday, October 25, 2024, 11:00 AM - 11:14 AM
Description

Purpose:
This project aims to revolutionize medical student education, fostering deeper comprehension and engagement in renal physiology and Type I Renal Tubular Acidosis (RTA), through the use of an interactive educational platform.

Methods
Gamification involves employing a video game-style learning approach to augment education beyond the scope of traditional education resources. The primary objective of this research is to develop and implement a gamified educational platform to effectively teach renal physiology, specifically focusing on Type I Renal Tubular Acidosis (RTA), to promote active engagement and knowledge retention among students. By integrating gamification principles, we aim to enhance comprehension and application of complex renal concepts, with a focus on making medical education more interactive and immersive. The gamified education platform begins with an introduction to renal physiology and the types of renal tubular acidosis through the use of gamified quizzes. Afterward, students can engage in a simulated clinical case that takes place in a hospital setting. The game is interactive, where students can review history, conduct exams, and interpret diagnostic tests relevant to type I RTA, mirroring real-world clinical scenarios. 

Evaluation Plan
The evaluation of the gamified educational platform includes pre-intervention and post-intervention knowledge assessments integrated into the game system. These assessments will enable our study to gauge student progress in comprehending renal physiology and Type I RTA following engagement with the interactive platform. Additionally, a pre-intervention and post-intervention survey will be employed to assess student engagement, critical thinking, and motivation when learning through traditional methods versus a gamified platform. We are currently in the initial stages of data collection for our study. 

Conclusion
We expect our gamified education platform to boost engagement, critical thinking skills, motivation, and comprehension in medical students, beyond traditional medical education methods, by leveraging the amusement offered in gamified settings. If our hypothesis is supported in this study, we will use our results to create a more technologically advanced gamified platform with better graphics and interaction capabilities, that will be published for free public access.

Emelie-jo Scheffler