Introduction: Dermoscopy is a valuable tool in the diagnosis of various skin conditions. Dermoscopy increases the sensitivity and specificity for skin cancer diagnosis, as well as infectious, inflammatory, and hair diseases. However, mastering dermoscopy intricacies poses challenges. In this context, innovative educational methods are sought, including game-based learning (GBL) strategies.

Objective: To describe current perceptions, knowledge and usage of GBL strategies in dermoscopy education; and identify strengths and challenges to enhance their utilization.

Methods: This was a cross-sectional study conducted by the International Dermoscopy Society (IDS). A web-based survey with 25-questions was distributed among the IDS members between October 2022 and April 2023. Responses were collected and analyzed using SPSS Statistics 26.

Results: A total of 801 responses were received. Of these, 46.6% responders were unfamiliar with gamification and serious games. Among those acquainted, 56.3% reported using GBL strategies for education. Younger participants were more likely to use GBL strategies (p = 0.015). Participants familiar with GBL believed it enhances medical education (78.5%) but not as a sole replacement for traditional methods (96%). For dermoscopy education, 22.2% had used GBL strategies, with Kahoot (35.5%) and You Dermoscopy (24.1%) being the most commonly used. Respondents found gaming strategies to be fun (95%), motivating (91%), and valuable for e-learning (94%).

Conclusion: Results from this survey demonstrate favorable perception towards 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 GBL's impact on dermatology education.

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Source
http://dx.doi.org/10.1093/ced/llae375DOI Listing

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