ArticleBMC medical education2015
Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology.
Article in BMC medical education, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 26 papers, 2 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
26 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012-2022.BMC medical education · 2024Pooled it
- Gamification of health professions education: a systematic review.Advances in health sciences education : theory and practice · 2021Pooled it
- Nursing students' evaluation of a gamified public health educational webinar: A comparative pilot study.Nursing open · 2021Trial
- The use of voiceovers and review games in teaching immunology.ImmunoHorizons · 2026Article
- Design, development and preliminary usability evaluation of "PhysioMaster": adaptive gamified assessment tool for neurorehabilitation in undergraduate physiotherapy students.BMC medical education · 2026Article
- ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study.JMIR serious games · 2025Article
- Lessons Learned from Integrating Educational Technology into the Preclerkship Teaching of Pulmonary Medicine.ATS scholar · 2024Review
- Mentimeter Improves Student Engagement in Online Clinical Anatomy Revision Sessions: A Programme Evaluation.Cureus · 2024Article
- Evaluation of ImpENSA technology-enabled behaviour change module delivered to healthcare professionals in South Africa to improve micronutrient nutrition during the first 1000 days.Maternal & child nutrition · 2024Article
- Article
- Effects of Gamification on the Benefits of Student Response Systems in Learning of Human Anatomy: Three Experimental Studies.International journal of environmental research and public health · 2021Article
- Anonymous Audience Response Technology in Image-Based Quiz (IBQ) Neuropathology Lecture for Undergraduate Pre-clinical Medical Students: a Comparison with Traditional Lectures.Medical science educator · 2021Article
- Gamification and Game-Based Strategies for Dermatology Education: Narrative Review.JMIR dermatology · 2021Review
- A Tale of Two Institutions: Analyzing the Impact of Gamified Student Response Systems on Student Anxiety in Two Different Introductory Biology Courses.CBE life sciences education · 2021Article
- Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction.Journal of microbiology & biology education · 2021Article
- Determining the effectiveness of a cell phone-based student response system.Journal of Taibah University Medical Sciences · 2020Article
- Feasibility of Kahoot! as a Real-Time Assessment Tool in (Histo-)pathology Classroom Teaching.Advances in medical education and practice · 2020Article
- Teaching a difficult topic using a problem-based concept resembling a computer game: development and evaluation of an e-learning application for medical molecular genetics.BMC medical education · 2019Article
- Gaming science innovations to integrate health systems science into medical education and practice.Advances in medical education and practice · 2018Review
- Systematic review of the implementation of audience response systems and their impact on participation and engagement in the education of healthcare professionals.BMJ simulation & technology enhanced learning · 2018Article
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.
Funding
Abstract
backgroundHigher education students have positive attitudes about the use of audience response systems (ARS), but even technology-enhanced lessons can become tiresome if the pedagogical approach is exactly the same with each implementation. Gamification is the notion that gaming mechanics can be applied to routine activities. In this study, TurningPoint (TP) ARS interactions were gamified and implemented in 22 large group medical microbiology lectures throughout an integrated year 1 osteopathic medical school curriculum.
methodsA 32-item questionnaire was used to measure students' perceptions of the gamified TP interactions at the end of their first year. The survey instrument generated both Likert scale and open-ended response data that addressed game design and variety, engagement and learning features, use of TP questions after class, and any value of lecture capture technology for reviewing these interactive presentations. The Chi Square Test was used to analyze grouped responses to Likert scale questions. Responses to open-ended prompts were categorized using open-coding.
resultsNinety-one students out of 106 (86 %) responded to the survey. A significant majority of the respondents agreed or strongly agreed that the games were engaging, and an effective learning tool. The questionnaire investigated the degree to which specific features of these interactions were engaging (nine items) and promoted learning (seven items). The most highly ranked engagement aspects were peer competition and focus on the activity (tied for highest ranking), and the most highly ranked learning aspect was applying theoretical knowledge to clinical scenarios. Another notable item was the variety of interactions, which ranked in the top three in both the engagement and learning categories. Open-ended comments shed light on how students use TP questions for exam preparation, and revealed engaging and non-engaging attributes of these interactive sessions for students who review them via lecture capture.
conclusionsStudents clearly valued the engagement and learning aspects of gamified TP interactions. The overwhelming majority of students surveyed in this study were engaged by the variety of TP games, and gained an interest in microbiology. The methods described in this study may be useful for other educators wishing to expand the utility of ARS in their classrooms.
Indexed as
Identifiers
What OpenQuestion holds
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.