Evidence map›Paper›PMID 35434144›Full record

ArticleJournal of education and health promotion2022

Learning out of the box: Fostering intellectual curiosity and learning skills among the medical students through gamification.

Mohan Bilikallahalli Sannathimmappa, Vinod Nambiar, Rajeev Aravindakshan

Open access · goldAbstract read
In one paragraph

Article in Journal of education and health promotion, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed
5.2field-weighted citation impact, top 5% of its field
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

10 citing papers in PubMed, 20 citations in OpenAlex.

  1. Review
  2. Article
  3. Article
  4. Article
  5. Livogena: The Ikteros Curse-A Jaundice Narrative Card and Board Game for Medical Students.MedEdPORTAL : the journal of teaching and learning resources · 2024
    Article
  6. Article
  7. Review
  8. Game-based learning in medical education.Frontiers in public health · 2023
    Review
  9. Article
  10. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 2 institutions in 2 countries.

Mohan Bilikallahalli SannathimmappaDepartment of Microbiology, College of Medicine and Health Sciences, National University of Science and Technology, Sohar, Oman.
Vinod NambiarDepartment of Microbiology, College of Medicine and Health Sciences, National University of Science and Technology, Sohar, Oman.
Rajeev AravindakshanDepartment of Community Medicine, All India Institute of Medical Sciences, Mangalagiri, Andhra Pradesh, India.
National University of Science and Technology · ZWAll India Institute of Medical Sciences · IN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamification involving application of elements of game play that provides unique opportunities to learners to sail through complex medical concepts is gaining importance in medical education. The current study was aimed at assessing the perception of medical students regarding checkerboard game in enhancing learning process. MATERIALS AND

methodsThe present prospective cross-sectional study was conducted at the microbiology department. The fifth-year medical students of the academic year 2018-19 were the participants. Pre- and post-test scores and self-administered questionnaire regarding effectiveness of the checkerboard game-based learning were used as assessing tools. The data were collected, tabulated, and statistically analyzed using SPSS version 20. The pre- and post-test scores of students were statistically analyzed using paired

resultsIn total, 124 fifth-year medical students participated in the study. Majority (89.5%) of them liked the game, nearly 86% opined that game was enjoyable and created interest. Approximately 88% indicated game helped them to understand the topic, enhanced learning, and thus improved the knowledge. Most students (79%) also believed that game encouraged critical thinking and problem solving, while 75% felt that it improved their communication skills. Around 70% felt that game was also useful for exam preparation and nearly 90% recommended to use the game more frequently.

conclusionFrom the results of the study, it can be concluded that checkerboard game-based learning method is effective in fostering learning process and cognition of medical students in the microbiology course.

Indexed as

Antimicrobial agentsgamificationknowledgelearnersmedical education

Identifiers

PMID35434144
PMCPMC9007105
OpenAlexW4226186484

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-SA
Read underepoch 390

Registered trials

None linked

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.