ArticleJMIR serious games2022
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study.
Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis that pooled it.
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Who cites it
11 citing papers in PubMed, 1 synthesis or guideline pooled it, 30 citations in OpenAlex.
- Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness.Advances in health sciences education : theory and practice · 2024Pooled it
- "African journal of emergency medicine : Revue africaine de la medecine d'urgence · 2026Article
- Teaching Attitude, Ethics and Communication Through the Use of An Online Escape Room for First-Year Medical Students.Advances in medical education and practice · 2026Article
- A global overview of anatomical science education and its present and future role in biomedical curricula.Anatomical sciences education · 2026Review
- Evaluating the impact of "Anatomy Cluedo" on cognitive learning and game mechanics: A pilot gamification study in cranial nerve anatomy.Pakistan journal of medical sciences · 2026Article
- Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial.JMIR serious games · 2025Article
- Development and validation of an ethical monopoly board game to teach bioethics to undergraduate medical students.BMC medical education · 2025Article
- Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial.JMIR serious games · 2024Article
- Has pedagogy, technology, and Covid-19 killed the face-to-face lecture?Anatomical sciences education · 2022Article
- A Meta-synthesis on Technology-Based Learning Among Healthcare Students in Southeast Asia.Medical science educator · 2022Article
- Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study.JMIR serious games · 2022Article
Corrections and comments
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Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious games have the potential to resolve educational problems faced by medical students, such as insufficient rehearsal due to boredom and lack of motivation. However, serious games' relatively novel concepts in science and many genres of games that are common in recreation remain underresearched in the literature. Board games are one such genre that, despite their potential, affordability, and flexibility, are rarely designed for medical students, and little is known about student perceptions of them and their compatibility with rehearsal.
objectiveIn this cross-sectional study, we sought to elicit, via an exploratory mixed methods approach, student perceptions of a digital serious board game specifically designed for the gamified rehearsal of complex medical subjects, with the chosen topic of anatomy.
methodsA digital serious board game, based on self-determination theory (SDT), was first designed and developed to facilitate the rehearsal of anatomy information. Students were then voluntarily recruited to partake in the intervention and were randomly split into three teams of 2 players per game session, after which they were administered the Flow Short Scale (FSS), which is a 13-item measure where items were rated on a 7-point Likert scale ranging from 1 ("not at all") to 7 ("very much"). Students then participated in a focus group discussion to elicit their perceptions of the game. Findings from the FSS were subject to descriptive analysis, and the focus group discussion was subject to inductive thematic analysis.
resultsA total of 12 undergraduate, second-year medical students from the Lee Kong Chian School of Medicine in Singapore participated in the study. FSS results indicated a moderate level of overall flow (mean score 4.94, SD 1.07) via the subdomains of fluency (mean score 4.77, SD 1.13) and absorption (mean score 5.21, SD 1.1). Students perceived the game as fun, enjoyable, engaging, and appropriate as a rehearsal tool that alleviated the monotony of traditional methods of rehearsal.
conclusionsOur digital board game-based rehearsal tool, when based on SDT, appeared to be suitable for gamified rehearsal in a fun and enjoyable environment due to its facilitation of intrinsic motivation in its players.
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