ArticleMedical science educator2022
Leveraging Technology and Gamification to Engage Learners in a Microbiology Curriculum in Undergraduate Medical Education.
Article in Medical science educator, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
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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.
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Who cites it
9 citing papers in PubMed.
- Effectiveness of game-based learning of anesthetic drugs in anesthesiology residents: a pilot study.BMC medical education · 2026Observational
- Article
- ViroGame: a serious game for medical virology education - a feedback report.BMC medical education · 2025Article
- Article
- Pathogen Pursuit: A Gamified Format to Learn Infectious Diseases and Antimicrobial Stewardship for Medical Residents.MedEdPORTAL : the journal of teaching and learning resources · 2025Article
- The Effects of Implementing Gamification in the Hepatology Curriculum for Medical Students.Cureus · 2024Article
- Livogena: The Ikteros Curse-A Jaundice Narrative Card and Board Game for Medical Students.MedEdPORTAL : the journal of teaching and learning resources · 2024Article
- Not Just Fun and Games: Game-Based Learning in Health Professions Education.Medical science educator · 2023Article
- Game-based learning in medical education.Frontiers in public health · 2023Review
Corrections and comments
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Authors and funding
12 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: Microbiology is a critical and expansive topic that many medical schools' curriculum must teach in a constrained time frame. We implemented a microbiology question bank smart phone app enhanced with game elements and clinical pearls during a microbiology course for first-year medical students. We hypothesized that these enhancements and clinical pearls would engage the students meaningfully and increase their knowledge base. Methods: Though use was optional, students' game play was recorded through the app, which was compared to test grades retrospectively. A player efficiency rating (PER) was calculated as a function of question response, accuracy, and engagement. Students were separated into tertiles of PER and median exam grades were compared using a non-parametric Kruskal-Wallis (KW) test. An anonymous satisfaction and usability feedback survey was also administered. Results: One hundred eighty-one of the 189 students (96%) answered at least one question, and 165 (87%) completed all 56 questions. The average PER was 84.75. We received feedback surveys from 61 (34%) students in the course, with positive responses regarding the perceived impact on learning microbiology. The KW test found a positive correlation for median exam scores of the player groups when divided into tertiles by PER ( Conclusions: We leveraged gamification and clinical pearls to design a supplemental microbiology question bank. We found high engagement overall and higher class exam scores associated with greater use of the question bank.
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Registered trials
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