Evidence map›Paper›PMID 25352673›Full record

ArticlePostgraduate medical journal2014

Gamification as a tool for enhancing graduate medical education.

Christa R Nevin, Andrew O Westfall, J Martin Rodriguez, Donald M Dempsey, Andrea Cherrington, Brita Roy, Mukesh Patel, James H Willig

Registry-linked trialAbstract readEvaluation StudyMulticenter Study
In one paragraph

Article in Postgraduate medical journal, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05520671 (Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students), which is not on this map. Cited by 89 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
89citing papers in PubMed, 3 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

NCT05520671 naunknown statusnot on this mapstarted 2023, after this paper: background citation

Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students: a Protocol for a Pilot Randomised Controlled Trial

TypeinterventionalSponsorNanyang Technological UniversityRan2023 to 2023Enrolled50ConditionsSurgical Education in Medical StudentsArmsGamified online quizzing platform, Conventional quizzing platform
3 · Its place in the literature

Who cites it

89 citing papers in PubMed, 3 syntheses or guidelines pooled it.

  1. Pooled it
  2. Gamification of health professions education: a systematic review.Advances in health sciences education : theory and practice · 2021
    Pooled it
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  15. RheumQuest: A Gamified Approach to Musculoskeletal Education.MedEdPORTAL : the journal of teaching and learning resources · 2026
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  17. Review
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29 more citing papers are in PubMed but not listed here.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Christa R NevinUniversity of Alabama, Birmingham, USA.
Andrew O WestfallUniversity of Alabama, Birmingham, USA.
J Martin RodriguezUniversity of Alabama, Birmingham, USA.
Donald M DempseyUniversity of Alabama, Birmingham, USA.
Andrea CherringtonUniversity of Alabama, Birmingham, USA.
Brita RoyUniversity of Alabama, Birmingham, USA.
Mukesh PatelUniversity of Maryland, Baltimore, USA.
James H WilligUniversity of Alabama, Birmingham, USA.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionThe last decade has seen many changes in graduate medical education training in the USA, most notably the implementation of duty hour standards for residents by the Accreditation Council of Graduate Medical Education. As educators are left to balance more limited time available between patient care and resident education, new methods to augment traditional graduate medical education are needed.

objectivesTo assess acceptance and use of a novel gamification-based medical knowledge software among internal medicine residents and to determine retention of information presented to participants by this medical knowledge software.

methodsWe designed and developed software using principles of gamification to deliver a web-based medical knowledge competition among internal medicine residents at the University of Alabama (UA) at Birmingham and UA at Huntsville in 2012-2013. Residents participated individually and in teams. Participants accessed daily questions and tracked their online leaderboard competition scores through any internet-enabled device. We completed focus groups to assess participant acceptance and analysed software use, retention of knowledge and factors associated with loss of participants (attrition).

resultsAcceptance: In focus groups, residents (n=17) reported leaderboards were the most important motivator of participation. Use: 16 427 questions were completed: 28.8% on Saturdays/Sundays, 53.1% between 17:00 and 08:00. Retention of knowledge: 1046 paired responses (for repeated questions) were collected. Correct responses increased by 11.9% (p<0.0001) on retest. Differences per time since question introduction, trainee level and style of play were observed. Attrition: In ordinal regression analyses, completing more questions (0.80 per 10% increase; 0.70 to 0.93) decreased, while postgraduate year 3 class (4.25; 1.44 to 12.55) and non-daily play (4.51; 1.50 to 13.58) increased odds of attrition.

conclusionsOur software-enabled, gamification-based educational intervention was well accepted among our millennial learners. Coupling software with gamification and analysis of trainee use and engagement data can be used to develop strategies to augment learning in time-constrained educational settings.

Indexed as

Computer-Assisted InstructionRetention, PsychologyVideo GamesAccreditationClinical CompetenceEducational MeasurementEducation, Medical, GraduateFocus GroupsHumansInternship and ResidencyPatient SimulationSurveys and QuestionnairesUnited StatesINTERNAL MEDICINEMEDICAL EDUCATION & TRAINING

Identifiers

PMID25352673
PMCPMC4285889

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

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.