Trial reportBMC medical education2023
Caution with competitive gamification in medical education: unexpected results of a randomised cross-over study.
Trial report in BMC medical education, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers.
What it found
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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.
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.
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Who cites it
13 citing papers in PubMed.
- A quasi-experimental crossover study on student engagement and performance in a gamified team-based learning module in physiology.Medical education online · 2026Article
- Designing a Gamified mHealth App for HIV Prevention and Comorbidities Among Malaysian Young Men Who Have Sex With Men: An Interdisciplinary Expert Panel Study.Journal of medical Internet research · 2026Article
- Student Perceptions of Competition in Medical Education: Comparing Individual and Collaborative Approaches.The clinical teacher · 2026Article
- Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial.JMIR serious games · 2026Article
- Perceptions from a Single Virtual Near-Peer Mock SBA Examination: A Retrospective Pre-Post Study Among Undergraduate Medical Students.Advances in medical education and practice · 2026Article
- When suffering becomes a game: a critical examination of gamification in medical education and its implications for compassion and empathy.Frontiers in medicine · 2026Article
- Open-Access Web-Based Gamification in Pharmacology Education for Medical Students: Quasi-Experimental Study.JMIR medical education · 2025Article
- Advancing Medical Education: Assessing Technology-Enhanced Learning Through the Lens of the Canadian Medical Education Directions for Specialists (CanMEDS) Framework-A Perspective Study.Health science reports · 2025Article
- Enhancing radiographic interpretation: effects of gamification on medical students' knowledge, skills, and satisfaction - a quasi-experimental study.BMC medical education · 2025Article
- A scoping review of gamified applications in English language teaching: a comparative discussion with medical education.BMC medical education · 2025Article
- Unleashing excellence: using a project management approach to effectively implement a simulation curriculum to improve residents' preparedness.BMC medical education · 2024Article
- Gamified versus non-gamified online educational modules for teaching clinical laboratory medicine to first-year medical students at a large allopathic medical school in the United States.BMC medical education · 2023Article
- The House Cup: Using Longitudinal Gamification to Improve Didactic Attendance.Journal of medical education and curricular developmentArticle
Corrections and comments
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Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundTo intrinsically motivate students in the long term, longitudinal e-learning systems combined with repeated testing and competitive gamification seem promising. The effects of this approach have never been closely examined in the field of evidence-based medicine. The authors investigated if a simple, competitive learning application enhances students' risk competence and intrinsic motivation.
methodsParticipants were 5.-9. semester medical students (n = 48), recruited in an elective evidence-based medicine subject and randomly distributed to two groups (group 1: n = 23; group 2: n = 25). Both accessed a competitive evidence-based medicine quiz game. Following a cross-over design, each group practiced with one of two thematically different questionnaires A or B, before the allocation switched after one month. To analyse whether there was a measurable learning effect in the practiced topics, a paired t-test was performed with quantitative data from 3 e-tests. Students further reported their experience in evaluation surveys.
resultsStudents' improvements in e-test scores after training with the corresponding topics in the learning application can be attributed to chance. Even though the majority enjoyed playing and felt motivated to study, they invested a minimum of time and rejected competition.
conclusionThe authors found no evidence for benefits of the investigated learning programme on students' risk competence or on their internal motivation. The majority disapproved the competitive concept, indicating adverse side effects of the applied gamification element. To intrinsically motivate more students, prospective learning programmes should favour complex and collaborative programmes over simple and competitive ones.
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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.