ESTRO 2025 - Abstract Book

S4256

RTT - Education, training, advanced practice and role developments

ESTRO 2025

Results: Eighteen students from various universities participated, 61% identifying as female and an average age of 23 years. Most participants (83%) reported a perceived sufficient to good level of knowledge and autonomy in radiotherapy. Only one-third preferred interactive training methods and 28% had previous experience with escape rooms, though infrequently. Fifteen students completed the final assessment, reflecting high satisfaction (average rating 4.8/5), moderate perceived difficulty (2.5/5), and high enjoyment (4.8/5). Nearly all participants agreed that teamwork was essential (4.8/5) and felt the activity provided valuable clinical insights (4.6/5). They expressed a strong willingness to repeat (4.9/5) and recommend (4.9/5) the experience for conference (4.9/5) and academic (4.8/5) training. Additionally, 73% of participants successfully completed the escape room; however, one participant correctly answered only 2 out of 4 comprehension questions. Conclusion: The high levels of satisfaction and success indicate excellent feedback on the experience, which was previously unfamiliar and underappreciated by most participants. This pilot study provides initial insights that could support the broader application of the escape room concept to other geographic areas and RTT Continuing Professional Development (CPD) initiatives. References: [1] van Gaalen AEJ, Brouwer J, Schönrock-Adema J, Bouwkamp-Timmer T, Jaarsma ADC, Georgiadis JR. Gamification of health professions education: a systematic review. Adv Health Sci Educ Theory Pract. 2021 May;26(2):683-711. doi: 10.1007/s10459-020-10000-3. Epub 2020 Oct 31. PMID: 33128662; PMCID: PMC8041684. [2] Damaševiˇcius, R.;Maskeliunas, R.; Blažauskas, T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023, 14, 105. doi.org/10.3390/info14020105 [3] Koelewijn, G., Hennus, M. P., Kort, H. S. M., Frenkel, J., & van Houwelingen, T. (2024). Games to support teaching clinical reasoning in health professions education: a scoping review. Medical Education Online, 29(1). doi.org/10.1080/10872981.2024.2316971 Keywords: Escape Room. Gamification. Education Games. Digital Poster Job satisfaction and redesign – the perspective from the radiation therapist team at Kantonsspital Winterthur (KSW) Joana Gomes Radio-Oncology, Kantonsspital Winterthur, Winterthur, Switzerland Purpose/Objective: Radiation therapy technologists (RTTs) have been leaving the profession massively over the last few years, posing a great challenge for departments worldwide. They feel overwhelmed, exhausted and burnt-out. It is necessary to gather feedback from the team in each department in order to find ways to improve work conditions. Purpose : The level of turnover in the Radiotherapy department in Winterthur (Switzerland) has been high in the last years. The goal of this work project was to evaluate the actual situation (2023) of the RTT Team in Winterthur using a qualitative, anonymous survey. The survey was to measure job satisfaction, work exhaustion and to gather opinions on job redesign. 3022

Material/Methods: A self-designed questionnaire was sent via email link to all current practicing

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