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February 19, 2026AEM Education and Training0 citations

The RAMS Hunt: A Multiyear Gamified Approach for Teaching Sex‐Specific Medicine at a National Conference

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JWJeannette WolfeMWM. Michael WolfeDWDustin Williams

Key Points

  • This research aims to evaluate a gamified approach for teaching sex-specific medicine at professional conferences.
  • Implemented a team-based gamified event at three national conferences from 2023 to 2025.
  • Participants completed content-based challenges at four city landmarks during each event.
  • Collected post-event surveys for enjoyment, educational effectiveness, and design preferences.
  • Over 66 teams participated across three Hunts, with 88 completed surveys.
  • Mean enjoyment ratings were 4.52, 4.44, and 3.47 out of 5 for each event.
  • Perceived educational effectiveness ratings were 4.09, 4.11, and 3.47.

Abstract

ABSTRACT Background Sex‐specific medicine (SSM) is increasingly recognized as vital for patient care yet remains underrepresented in graduate medical education curricula. Traditional didactics and workshops have limited reach at national conferences. Gamification has emerged as a strategy to increase engagement, though its use in professional networking and conference settings is not well described. Methods The Resident and Medical Student (RAMS) Hunt is a novel, gamified, team‐based event incorporating topics in SSM, health equity, and professional development. The Hunt was implemented at three consecutive Society for Academic Emergency Medicine (SAEM) Annual Meetings (2023–2025). At each conference, teams visited four city landmarks, completing content‐based challenges at each site. Post‐event surveys assessed enjoyment, perceived educational effectiveness, and design preferences. Quantitative data were summarized descriptively, and qualitative responses underwent thematic analysis. Future iterations will include pre‐ and post‐event knowledge and attitude assessments to enhance rigor. Results Across three Hunts, more than 66 teams registered, and there were 88 completed surveys (Austin 2023 n = 23; Phoenix 2024 n = 48; Philadelphia 2025 n = 17). Mean enjoyment ratings were 4.52, 4.44, and 3.47 (out of 5), respectively. Perceived educational effectiveness ratings were 4.09, 4.11, and 3.47. Participants reported that ideal numbers of challenge sites and participants per team were 3–4. Qualitative themes highlighted enhanced awareness of how biological sex and sociocultural attributes influence health outcomes, the value of interactive learning, and networking opportunities. Logistical barriers included registration, inclement weather including a downpour in Philadelphia, and course navigation. Conclusions The RAMS Hunt demonstrated feasibility and strong learner engagement in disseminating SSM content through a novel conference‐based gamification model. This innovation offers a replicable framework for integrating experiential, team‐based learning into professional society meetings. Opportunities remain to hone game logistics to enhance sustainability and broader adoption. Future evaluations will include objective measures of learning and knowledge retention.

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Cite This Study

Wolfe et al. (2026) studied this question.

synapsesocial.com/papers/6996a7c3ecb39a600b3edc6ahttps://doi.org/10.1002/aet2.70127
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