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ABSTRACT OF THE WEEK

Veterinary sciences
Volume 12 | Issue 2 (February 2025)

Choose Your Own Adventure: Using Twine for Gamified Interactive Learning in Veterinary Anaesthesia.

Vet Sci. February 2025;12(2):.
Jose I Redondo1, M Reyes Marti-Scharfhausen2, Agustín Martínez Albiñana3, Ariel Cañón Pérez4, Álvaro J Gutiérrez-Bautista5, Jaime Viscasillas6, E Zoe Hernández-Magaña7
1 Departamento de Medicina y Cirugía Animal, Facultad de Veterinaria, Universidad Cardenal Herrera-CEU, CEU Universities, C/Tirant lo Blanch, 7, 46115 Alfara del Patriarca, Valencia, Spain.; 2 AniCura Indautxu Hospital Veterinario, Bekoetxebarri Bidea, 5F, 48950 Erandio, Bizkaia, Spain.; 3 AniCura Aitana Hospital Veterinario, C/de Xirivella, 16, 46920 Mislata, Valencia, Spain.; 4 Experimental Surgery Unit, Institut de Recerca, Hospital Vall d'Hebron, VHIR Edifici Mediterrània, Pg. de la Vall d'Hebron, 129, Horta-Guinardó, 08035 Barcelona, Barcelona, Spain.; 5 The Royal (Dick) School of Veterinary Studies, The University of Edinburgh, Easter Bush Campus, Midlothian EH25 9RG, UK.; 6 AniCura Valencia Sur Hospital Veterinario, Dirección: Av. de Picassent, 28, 46460 Silla, Valencia, Spain.; 7 Departamento de Medicina y Cirugía Animal, Facultad de Veterinaria, Universidad Cardenal Herrera-CEU, CEU Universities, C/Tirant lo Blanch, 7, 46115 Alfara del Patriarca, Valencia, Spain.

Abstract

Veterinary anaesthesia requires theoretical knowledge and quick decision-making skills. Traditional education may not adequately prepare students, while simulation-based learning enhances engagement and skill development. This study evaluates the effectiveness of a Twine-based web system in improving experiential learning, engagement, knowledge retention, and decision-making skills in veterinary anaesthesia students. Five interactive clinical cases were developed using Twine, simulating realistic anaesthesia scenarios with decision points and gamified elements, such as scoring systems and resource management. These modules were accessible on various devices via the web. Following a workshop for second- to fourth-year students of the Degree in Veterinary Sciences, an anonymous survey assessed the module's effectiveness. Quantitative data were analysed descriptively, while qualitative feedback was processed through a hybrid AI-human thematic analysis. Out of 849 invited students, 367 responded (42% response rate). Feedback was highly positive; 90.8% found it effective for training, and 97.0% agreed it improved knowledge. User-friendliness was rated as "easy" or "very easy" by 94.6%. Regarding overall satisfaction, 96.7% of students described the workshop as "good" or "excellent". Some participants suggested improvements in mobile device compatibility and the need for additional resources to understand the concepts better. Twine's interactive format fosters experiential learning while reducing reliance on live animals, aligning with modern ethical standards. Its accessibility via web and translation-enabled browsers enhances its reach. Future research should examine Twine's impact on clinical skills retention and adaptability in various educational contexts, providing a flexible approach to veterinary anaesthesia education through gamified learning.

Keywords
decision-making skills; experiential learning; gamification; simulation; veterinary education;

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