Trial reportPloS one2013
Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.
Trial report in PloS one, 2013. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 50 papers, 3 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
50 citing papers in PubMed, 3 syntheses or guidelines pooled it, 201 citations in OpenAlex.
- Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness.Advances in health sciences education : theory and practice · 2024Pooled it
- Serious Gaming and Gamification Education in Health Professions: Systematic Review.Journal of medical Internet research · 2019Pooled it
- A systematic review of serious games in medical education: quality of evidence and pedagogical strategy.Medical education online · 2018Pooled it
- The educational impact of a serious game for airway management skills of medical trainees.BMC medical education · 2026Trial
- Effects of digital game-based learning as a tool for laparoscopy training in surgical nursing.PloS one · 2026Trial
- Diabe-teach: a randomized controlled trial of a gamified approach to enhance medical undergraduates' knowledge and comprehension of diabetes mellitus.BMC medical education · 2025Trial
- Comparison of the effectiveness of a serious game and pre-recorded lecture in diagnosis and treatment planning of oral lesions for dental students.Scientific reports · 2024Trial
- Comparative satisfaction and effectiveness of virtual simulation and usual supervised work for postpartum hemorrhage management: a crossover randomized controlled trial.BMC medical education · 2022Trial
- Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students' learning outcome about approach to coma.BMC medical education · 2021Trial
- Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students.BMC medical education · 2020Trial
- Learning through a virtual patient vs. recorded lecture: a comparison of knowledge retention in a trauma case.International journal of medical education · 2018Trial
- Using interactive multimedia e-Books for learning blood cell morphology in pediatric hematology.BMC medical education · 2016Trial
- Digital escape rooms in medical education: Lessons learned from design and pilot implementation.BMC medical education · 2026Article
- Integrating Artificial Intelligence with Gamification in Medical Education: A Pedagogically Grounded Framework and Critical Review.Advances in medical education and practice · 2026Review
- Flipped classroom and technology-enhanced learning in dermatology education: evidence, implementation, and future directions.Frontiers in medicine · 2026Review
- Article
- Article
- Critical thinking gamification in medical education.BMC medical education · 2025Article
- Game-Based Learning Approach Using the "TAO Software" in Dental Academics: A Cross-Sectional Study.Journal of pharmacy & bioallied sciences · 2025Article
- Development of a Serious Game to Simulate Neonatal Intensive Care Unit Experiences: Collaborative Quasi-Experimental Study.JMIR formative research · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundWhen compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods.
objectivesTo compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students.
methodsA randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge.
resultsThe students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach.
conclusionsGame-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction.
Indexed as
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.