ArticleJMIR serious games2021
Medical Students' Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers.
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Who cites it
11 citing papers in PubMed.
- A comparative analysis of game-based learning and conventional learning in dental education.Journal of dental education · 2025Trial
- Flipped classroom showdown: game-based vs. case-based learning in pharmacy education.BMC medical education · 2026Article
- Evaluating a digital serious game for learning medical terminology in a randomized controlled trial.NPJ digital medicine · 2026Article
- Fostering Inductive and Deductive Learning in Oral Microbiology and Immunology With a Dual-Role Duel Card Game: Explanatory Sequential Mixed Methods Study.JMIR medical education · 2026Article
- The scavenger hunt game: An innovative way to augment peer-assisted learning among medical undergraduates for competency attainment.Journal of education and health promotion · 2026Article
- Open-Access Web-Based Gamification in Pharmacology Education for Medical Students: Quasi-Experimental Study.JMIR medical education · 2025Article
- Gamified Learning in a Virtual World for Undergraduate Emergency Radiology Education: Quasi-Experimental Study.JMIR medical education · 2025Article
- Perception of Medical Humanities among Polish Medical Students: Qualitative Analysis.International journal of environmental research and public health · 2022Article
- Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology.JMIR serious games · 2022Article
- Article
- Relationship between Medical Students' Perceived Stress and Gaming Behavior at King Saud University.BioMed research international · 2022Article
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3 authors.
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Abstract
backgroundIn times where distance learning is becoming the norm, game-based learning (GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how, and for whom GBL should be designed cannot be made on a solid empirical basis. Though the act of play seems to be intertwined with GBL, it is generally ignored in the current scientific literature.
objectiveThe objective of our study was to explore students' perceptions of play in leisure time and of GBL as part of a mechanistic, bottom-up approach towards evidence-informed design and implementation of GBL in health profession education.
methodsWe conducted 6 focus group discussions with medical and dentistry students, which were analyzed using thematic analysis.
resultsA total of 58 students participated. We identified 4 major themes based on the students' perception of play in leisure time and on the combination of play and learning. Our results indicate that, while play preferences were highly various in our health profession student cohort, pleasure was the common ground reported for playing. Crucially, play and the serious act of learning seemed paradoxical, indicating that the value and meaning of play are strongly context-dependent for students.
conclusionsFour key points can be constructed from our study. First, students play for pleasure. Perceptions of pleasure vary considerably among students. Second, students consider play as inefficient. Inefficiency will only be justified when it increases learning. Third, play should be balanced with the serious and only be used for difficult or tedious courses. Fourth, GBL activities should not be made compulsory for students. We provide practical implications and directions for future research.
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