SynthesisAdvances in health sciences education : theory and practice2021
Gamification of health professions education: a systematic review.
Synthesis in Advances in health sciences education : theory and practice, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 219 papers, 8 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.
Exploring the Views of Medical Students on Medical Escape Room Experiences With Narrow Learning Objectives and Structured Debriefings
Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students: a Protocol for a Pilot Randomised Controlled Trial
Effectiveness of Board Game on Improving Knowledge, Attitudes and Behavioral Intentions of Infection Control for Senior Elementary School Students: a Randomized Controlled Trial
Who cites it
219 citing papers in PubMed, 8 syntheses or guidelines pooled it.
- A Systematic Review and Meta-Analysis of the Effect of Gamified Clinical Skill Learning on Learning Outcomes in Undergraduate Nursing Education.The journal of nursing research : JNR · 2026Pooled it
- Virtual reality simulation training for health professions trainees in gastrointestinal endoscopy.The Cochrane database of systematic reviews · 2025Pooled it
- Gamification in midwifery education: a systematic review.BMC medical education · 2025Pooled it
- Identifying Research Priorities in Digital Education for Health Care: Umbrella Review and Modified Delphi Method Study.Journal of medical Internet research · 2025Pooled it
- Game-thinking; utilizing serious games and gamification in nursing education - a systematic review and meta-analysis.BMC medical education · 2025Pooled 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
- More than surgical tools: a systematic review of robots as didactic tools for the education of professionals in health sciences.Advances in health sciences education : theory and practice · 2022Pooled it
- Theoretical Frameworks in Medical Education: Using a Systematic Review of Ophthalmology Education Research to Create a Theory of Change Model.Journal of graduate medical education · 2022Pooled it
- Trial
- Effects of a game-based learning ıntervention on self-reported learning strategies and professional attitudes in kinesiophobia management education: a parallel-group randomized controlled trial.BMC medical education · 2026Trial
- Randomized trial on the impact of card Game-Based teaching on learning and memory retention of neurological syndromes.BMC medical education · 2025Trial
- The effects of e-learning vs. gamification-based training on ICU nurses' knowledge and attitudes toward organ donation candidates: a study based on the psychological security and empowerment model.BMC medical education · 2025Trial
- The effect of game-based scenario writing on the clinical reasoning of internship nursing students in cardiovascular emergencies and critical care units.BMC medical education · 2025Trial
- Ambulance Commanders' Reluctance to Enter Road Tunnels in Simulated Incidents and the Effects of a Tunnel-Specific e-Learning Course on Decision-Making: Web-Based Randomized Controlled Trial.JMIR formative research · 2025Trial
- Diabe-teach: a randomized controlled trial of a gamified approach to enhance medical undergraduates' knowledge and comprehension of diabetes mellitus.BMC medical education · 2025Trial
- Perceptions of medical students on narrow learning objectives and structured debriefing in medical escape rooms: a qualitative study.BMC medical education · 2024Trial
- The effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction.BMC medical education · 2023Trial
- Serious game as oral histology learning strategy for undergraduate dental students; crossover randomized controlled trial.BMC oral health · 2023Trial
- Assessment and evaluation of a serious game for teaching factual knowledge in dental education.BMC medical education · 2023Trial
- A quasi-experimental crossover study on student engagement and performance in a gamified team-based learning module in physiology.Medical education online · 2026Article
159 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student.
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.