Publication:
Digitalization and gamification to improve Pathology education: the SIAPeC Quiz experience

dc.contributor.coauthorCaputo, A.
dc.contributor.coauthorCima, L.
dc.contributor.coauthorL’Imperio, V.
dc.contributor.coauthorAlecci, G.
dc.contributor.coauthorAscione, A.
dc.contributor.coauthorFacchetti, M.
dc.contributor.coauthorBaskovich, B.
dc.contributor.coauthorMirza, K. M.
dc.contributor.coauthorBonert, M.
dc.contributor.coauthorFadda, G.
dc.contributor.coauthorFraggetta, F.
dc.contributor.departmentKUTTAM (Koç University Research Center for Translational Medicine)
dc.contributor.departmentSchool of Medicine
dc.contributor.kuauthorEren, Özgür Can
dc.contributor.schoolcollegeinstituteSCHOOL OF MEDICINE
dc.contributor.schoolcollegeinstituteResearch Center
dc.date.accessioned2026-08-14T11:21:44Z
dc.date.issued2026
dc.description.abstractPathology education is evolving beyond traditional textbooks and increasingly embracing digital and active learning tools. While passive methods of teaching such as lectures remain dominant, active learning approaches-such as case-based learning, gamification, and technology-enhanced education-are on the rise. Tools like digital microscopy, social media, and resources such as Libre Pathology and pathCast are democratizing access to knowledge, fostering interactivity and accessibility. Quizzes and gaming events have become essential tools in medicine, enhancing learner engagement, honing diagnostic skills, and promoting collaborative learning. Notable examples in pathology include the ESP Pathology Progress Test, the RCPath International Pathology Day Quiz, and interactive events like the ISDP Dermatopathology Olympic Games. Gamification not only boosts motivation but also facilitates the practical application of real-world skills. These innovations are particularly impactful in pathology, where simulated diagnostic challenges offer realistic learning experiences. The inaugural SIAPeC Quiz (2024) demonstrated the efficacy of gamification in pathology education, combining interactive case-based challenges with digital tools to enhance diagnostic skills and engagement among junior pathologists. Featuring a diverse range of questions across histology, pathology, and subspecialties, the event incorporated whole-slide images and challenges that push the boundaries of what can be understood from minimal information (#TooCloseToDiagnose and #TooFarToDiagnose). This gamified format created a supportive environment for learners to experiment and learn from mistakes, fostering critical skills in a dynamic setting.
dc.description.harvestedfromManual
dc.description.indexedbyWOS
dc.description.indexedbyScopus
dc.description.indexedbyPubMed
dc.description.publisherscopeInternational
dc.description.readpublishN/A
dc.description.sponsoredbyTubitakEuN/A
dc.description.versionPublished Version
dc.identifier.ScopusPercentile69
dc.identifier.ScopusQuartileQ2
dc.identifier.WoSPercentile64,6
dc.identifier.WoSQuartileQ2
dc.identifier.doi10.32074/1591-951x-n980
dc.identifier.embargoN/A
dc.identifier.endpage71
dc.identifier.issn1591-951X
dc.identifier.issue2
dc.identifier.pubmed42157734
dc.identifier.scopus2-s2.0-105039711032
dc.identifier.startpage62
dc.identifier.urihttp://doi.org/10.32074/1591-951x-n980
dc.identifier.urihttps://hdl.handle.net/20.500.14288/34391
dc.identifier.volume118
dc.identifier.wos001816768300002
dc.keywordsGamification
dc.keywordsTechnology-enhanced learning
dc.keywordsPathology education
dc.keywordsMedical training
dc.keywordsEducational innovation
dc.languageeng
dc.publisherSiapec Servizi Srl
dc.relation.affiliationKoç University
dc.relation.collectionKoç University Institutional Repository
dc.relation.ispartofPathologica
dc.relation.openaccessN/A
dc.rightsN/A
dc.rights.uriN/A
dc.subjectPathology
dc.titleDigitalization and gamification to improve Pathology education: the SIAPeC Quiz experience
dc.typeJournal Article
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