ArticleAdvances in medical education and practice2020
Feasibility of Kahoot! as a Real-Time Assessment Tool in (Histo-)pathology Classroom Teaching.
Article in Advances in medical education and practice, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers.
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Who cites it
18 citing papers in PubMed.
- The use of voiceovers and review games in teaching immunology.ImmunoHorizons · 2026Article
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- Medical Child Abuse Module in the Child Abuse Pediatrics Curriculum for Physicians (CAP-CuP).MedEdPORTAL : the journal of teaching and learning resources · 2026Article
- A global overview of anatomical science education and its present and future role in biomedical curricula.Anatomical sciences education · 2026Review
- Active Learning Strategies in Veterinary Medicine: A Literature Review.Veterinary medicine international · 2026Review
- Radiation Oncology Active Learning in Undergraduate Medical Education: The Usefulness of Kahoot and TikTok.Journal of cancer education : the official journal of the American Association for Cancer Education · 2025Article
- A Gamified Cardiometabolic Health Curriculum Utilizing a Student Response System for Internal Medicine Residents.Cureus · 2025Article
- Child Sexual Abuse Module in the Child Abuse Pediatrics Curriculum for Physicians (CAP-CuP).MedEdPORTAL : the journal of teaching and learning resources · 2025Article
- The Effects of Implementing Gamification in the Hepatology Curriculum for Medical Students.Cureus · 2024Article
- Gamification in the classroom: Kahoot! As a tool for university teaching innovation.Frontiers in psychology · 2024Article
- Abusive Pediatric Burns Module in the Child Abuse Pediatrics Curriculum for Physicians (CAP-CuP).MedEdPORTAL : the journal of teaching and learning resources · 2024Article
- Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study.BMC medical education · 2023Article
- Students engagement using polls in virtual sessions of physiology, pathology, and pharmacology at King Saud bin Abdulaziz University for Health Sciences during COVID-19 pandemic: a cross-sectional study.BMC medical education · 2023Article
- Study Based on Gamification of Tests throughHealthcare (Basel, Switzerland) · 2023Article
- Utilizing gamification effect through Kahoot in remote teaching of immunology: Medical students' perceptions.Journal of advances in medical education & professionalism · 2022Article
- Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education.Medical science educator · 2022Article
- Evaluating e-Learning in the Pathology Course During the COVID-19 Pandemic.Advances in medical education and practice · 2022Article
- Gamification and Game-Based Strategies for Dermatology Education: Narrative Review.JMIR dermatology · 2021Review
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
purposeNew technologies like gamification are continuously integrated into medical education during the last years. However, the benefit and implementation of such gaming platforms are not clearly studied. This analysis assesses the feasibility of Kahoot! regarding simplicity and low-cost performance as a learning/teaching tool for medical education in (histo-)pathology. MATERIALS AND
methodsIn this feasibility pilot study, we developed 36 modules for different benign and malignant tumors, covering four major topics: gastrointestinal tract, dermatology, urogenital tract, and hematology. Each module included histomorphological text-based questions for education of 2nd-year medical students. The online gaming-platform Kahoot! was anonymously implemented before and after "classical" medical education which included discussions of histological slides for each tumor entity using Microsoft PowerPoint-based presentations in combination with microscopical demonstrations. Participating students were invited to a seven-questions evaluation about the online educational approach.
resultsOverall, 23 of 51 students of the study class completed the pre- and the post-evaluation of Kahoot! in one or more organ systems. The percentage of correct answers increased from the initial mean/median of 47.2/45% to 77.2/76.3%. Simultaneously, the time for answering questions decreased by roughly 50% (from mean/median time of 9.1/8.3 seconds to 5.1/4.3 seconds) from pre- to post-assessment. The results were independent of gender; however, there were scoring differences between the different organ systems. Students positively evaluated the routine implementation of the gaming-platform Kahoot! within medical education.
conclusionKahoot! is as a simple, direct, and low-cost application in medical teaching improving learning outcomes of pathomorphological topics with high acceptance by students. Kahoot!-based evaluations should be also performed in more advanced topics in the field of histopathology.
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